@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 { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
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import { chunk_mat4_extract_position } from "../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
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import { CodeChunk } from "../shader/compiler/CodeChunk.js";
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import { ImageShader } from "../shader/ImageShader.js";
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import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
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import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
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import { u32, vec3f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
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import { ATMOSPHERE_PARAMETERS_STRUCT } from "./ATMOSPHERE_PARAMETERS_STRUCT.js";
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import { chunk_raymarch_sky_scattering } from "./chunk_raymarch_sky_scattering.js";
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import { chunk_sky_irradiance_lut_encode_uv } from "./chunk_sky_irradiance_lut_encode_uv.js";
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import {
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SKY_LUT_MULTISCATTER_RESOURCE,
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SKY_LUT_SAMPLER_RESOURCE,
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SKY_LUT_TRANSMITTANCE_RESOURCE
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} from "./SAMPLER_SKY_LUT.js";
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export const SKY_VIEW_LUT_WIDTH = 192;
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export const SKY_VIEW_LUT_HEIGHT = 108;
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export const SKY_VIEW_LUT_SETTINGS_STRUCT = WebGPUStruct.from({
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sun_direction: vec3f,
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resolution_x: u32,
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sun_irradiance: vec3f,
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resolution_y: u32,
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}, "SkyViewLutSettings");
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const resources = new ShaderResourceSetDescriptor();
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resources.setImmediate("settings", SKY_VIEW_LUT_SETTINGS_STRUCT);
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resources.createGroup()
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.addUniform("camera", CAMERA_UNIFORM_STRUCT)
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.addUniform("atmosphere", ATMOSPHERE_PARAMETERS_STRUCT)
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.add(SKY_LUT_TRANSMITTANCE_RESOURCE)
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.add(SKY_LUT_MULTISCATTER_RESOURCE)
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.add(SKY_LUT_SAMPLER_RESOURCE);
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/**
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* Per-view $192 \times 108$ horizon-warped Sky-View LUT generator (Hillaire 2020, §5.3).
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*
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* Evaluates scattering in the camera's local planet-up frame where `up = +Y` and the sun lies in
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* the `+X/+Y` half-plane, matching {@link chunk_sky_irradiance_lut_encode_uv}.
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*
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* @type {CodeChunk}
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*/
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const body = CodeChunk.from(
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//language=WGSL
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`
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@fragment
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fn main(
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@builtin(position) coord: vec4<f32>,
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) -> @location(0) vec4<f32> {
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let sun_len_sq = dot(settings.sun_direction, settings.sun_direction);
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if (sun_len_sq <= 1e-12 || all(settings.sun_irradiance <= vec3<f32>(0.0))) {
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return vec4<f32>(0.0, 0.0, 0.0, 1.0);
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}
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let sun_dir_world = settings.sun_direction * inverseSqrt(sun_len_sq);
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let view_pos = mat4_extract_position(camera.transform);
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let view_rel_world = atmosphere_clamped_observer_relative(atmosphere, view_pos);
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let observer_radius = length(view_rel_world);
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let up_world = view_rel_world / observer_radius;
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let resolution = vec2<f32>(f32(settings.resolution_x), f32(settings.resolution_y));
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let decoded = sky_view_lut_decode_texel(
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atmosphere.planet_radius,
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observer_radius,
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floor(coord.xy),
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resolution
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);
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let sun_cos_zenith = clamp(dot(sun_dir_world, up_world), -1.0, 1.0);
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let sun_sin_zenith = sqrt(max(1.0 - sun_cos_zenith * sun_cos_zenith, 0.0));
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let sun_local = vec3<f32>(sun_sin_zenith, sun_cos_zenith, 0.0);
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let view_rel_local = vec3<f32>(0.0, observer_radius, 0.0);
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let bounds = atmosphere_ray_bounds_for(atmosphere, view_rel_local, decoded.ray_local);
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let lum = raymarch_sky_scattering(
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atmosphere,
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view_rel_local,
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decoded.ray_local,
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sun_local,
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bounds.t_max,
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decoded.hits_ground && bounds.hits_ground
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);
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return vec4<f32>(lum * settings.sun_irradiance, 1.0);
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}
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`, [
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chunk_mat4_extract_position,
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chunk_sky_irradiance_lut_encode_uv,
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chunk_raymarch_sky_scattering,
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]
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);
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export const shader_sky_view_lut = new ImageShader({
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descriptor: ShaderDescriptor.from({
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label: "Sky / sky-view LUT",
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resources,
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body,
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}),
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targets: [
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{
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label: "sky_view_lut",
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format: "rgba16float",
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}
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]
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});
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{"version":3,"file":"shader_transmittance_lut.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/atmosphere/shader_transmittance_lut.js"],"names":[],"mappings":"
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{"version":3,"file":"shader_transmittance_lut.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/atmosphere/shader_transmittance_lut.js"],"names":[],"mappings":"AAuDA;;GAEG;AACH,uCAFU,WAAW,CAWlB;4BAhEyB,0BAA0B"}
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const TRANSMITTANCE_LUT_SETTINGS_STRUCT = WebGPUStruct.from({
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export const shader_transmittance_lut = new ImageShader({
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descriptor: ShaderDescriptor.from({
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label: "Sky / transmittance LUT",
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}]
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});
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import { chunk_get_sun_transmittance } from "../shader/chunk/atmosphere/chunk_get_sun_transmittance.js";
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import { chunk_safe_acos } from "../shader/chunk/math/chunk_safe_acos.js";
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import { CodeChunk } from "../shader/compiler/CodeChunk.js";
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import { ImageShader } from "../shader/ImageShader.js";
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import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
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import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
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import { u32, vec2u } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
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import { ATMOSPHERE_PARAMETERS_STRUCT } from "./ATMOSPHERE_PARAMETERS_STRUCT.js";
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import { chunk_sky_lut_texel_to_unit } from "./chunk_sky_lut_texel_to_unit.js";
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const TRANSMITTANCE_LUT_SETTINGS_STRUCT = WebGPUStruct.from({
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steps: u32,
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resolution: vec2u,
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}, "TransmittanceLutSettings");
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const resources = new ShaderResourceSetDescriptor();
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resources.setImmediate("settings", TRANSMITTANCE_LUT_SETTINGS_STRUCT);
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resources.createGroup()
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.addUniform("atmosphere", ATMOSPHERE_PARAMETERS_STRUCT);
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/**
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* Transmittance LUT generator (`256×64` `rgba16float`), parameterised by `(sunCosTheta, altitude)`
|
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* and driven by the scene's {@link ATMOSPHERE_PARAMETERS_STRUCT} uniform.
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*
|
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* @see "A Scalable and Production Ready Sky and Atmosphere Rendering Technique", Hillaire (2020)
|
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* @type {CodeChunk}
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*/
|
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const body = CodeChunk.from(
|
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//language=WGSL
|
|
32
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+
`
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33
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@fragment
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34
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fn main(
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35
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@builtin(position) coord: vec4<f32>,
|
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36
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) -> @location(0) vec4<f32> {
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37
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let unit = sky_lut_texel_to_unit(floor(coord.xy), vec2<f32>(settings.resolution));
|
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38
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+
|
|
39
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let sunCosTheta = 2.0 * unit.x - 1.0;
|
|
40
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let sunTheta = safe_acos(sunCosTheta);
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+
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let height = atmosphere.atmosphere_height * unit.y;
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+
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44
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let origin_rel = vec3<f32>(0.0, atmosphere.planet_radius + height, 0.0);
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let sunDir = normalize(vec3<f32>(0.0, sunCosTheta, -sin(sunTheta)));
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46
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+
|
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return vec4<f32>(get_sun_transmittance_rel_for(atmosphere, origin_rel, sunDir, f32(settings.steps)), 1.0);
|
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48
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}
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`, [
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50
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chunk_get_sun_transmittance,
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51
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chunk_safe_acos,
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52
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chunk_sky_lut_texel_to_unit,
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53
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]
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);
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55
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+
|
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56
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+
/**
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57
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* @type {ImageShader}
|
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58
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*/
|
|
59
|
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export const shader_transmittance_lut = new ImageShader({
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|
60
|
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descriptor: ShaderDescriptor.from({
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61
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label: "Sky / transmittance LUT",
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62
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resources,
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63
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body
|
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64
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}),
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65
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targets: [{
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|
66
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format: "rgba16float",
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67
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}]
|
|
68
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+
});
|
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@@ -1,6 +1,6 @@
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1
1
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import { SamplerDescriptor } from "../../descriptor/texture/SamplerDescriptor.js";
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|
2
2
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import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
|
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3
|
-
import { chunk_sample_environment_color } from "../
|
|
3
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import { chunk_sample_environment_color } from "../light/environment/chunk_sample_environment_color.js";
|
|
4
4
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import { chunk_uv_to_ndc } from "../shader/chunk/texture/chunk_uv_to_ndc.js";
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5
5
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import { CodeChunk } from "../shader/compiler/CodeChunk.js";
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|
6
6
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import { ImageShader } from "../shader/ImageShader.js";
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@@ -0,0 +1,5 @@
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1
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export const SKY_BACKGROUND_SETTINGS_STRUCT: WebGPUStruct;
|
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2
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export const shader_background_sky: ImageShader;
|
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3
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import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
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4
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import { ImageShader } from "../shader/ImageShader.js";
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5
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//# sourceMappingURL=shader_background_sky.d.ts.map
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1
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+
{"version":3,"file":"shader_background_sky.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_background_sky.js"],"names":[],"mappings":"AAeA,0DAK4B;AA6F5B,gDAgBG;6BApH0B,gCAAgC;4BAJjC,0BAA0B"}
|
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@@ -0,0 +1,130 @@
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1
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+
import { ATMOSPHERE_PARAMETERS_STRUCT } from "../atmosphere/ATMOSPHERE_PARAMETERS_STRUCT.js";
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import { chunk_sample_transmittance_lut_params_for } from "../atmosphere/chunk_sample_transmittance_lut.js";
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import { chunk_sky_irradiance_lut_encode_uv } from "../atmosphere/chunk_sky_irradiance_lut_encode_uv.js";
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import { SKY_LUT_SAMPLER_RESOURCE, SKY_LUT_TRANSMITTANCE_RESOURCE } from "../atmosphere/SAMPLER_SKY_LUT.js";
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import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
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import { chunk_mat4_extract_position } from "../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
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import { PI_DECLARATION } from "../shader/chunk/math/PI_DECLARATION.js";
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import { chunk_uv_to_ndc } from "../shader/chunk/texture/chunk_uv_to_ndc.js";
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9
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import { CodeChunk } from "../shader/compiler/CodeChunk.js";
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import { ImageShader } from "../shader/ImageShader.js";
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import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
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+
import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
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import { f32, u32, vec3f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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+
import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
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+
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export const SKY_BACKGROUND_SETTINGS_STRUCT = WebGPUStruct.from({
|
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+
sun_direction: vec3f,
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+
sun_disk_radius: f32,
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sun_irradiance: vec3f,
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sun_has_disc: u32,
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}, "SkyBackgroundSettings");
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+
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const resources = new ShaderResourceSetDescriptor();
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resources.setImmediate("settings", SKY_BACKGROUND_SETTINGS_STRUCT);
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resources.createGroup()
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.addUniform("camera", CAMERA_UNIFORM_STRUCT)
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.addUniform("atmosphere", ATMOSPHERE_PARAMETERS_STRUCT)
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.addTexture("tSkyViewLut", "float")
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.add(SKY_LUT_TRANSMITTANCE_RESOURCE)
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.add(SKY_LUT_SAMPLER_RESOURCE);
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/**
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* Full-screen atmospheric sky background shader sampling Hillaire's $192 \times 108$ Sky-View LUT
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* and compositing a transmittance-attenuated, limb-darkened solar disc when the ray misses the
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* planet sphere.
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*
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* @type {CodeChunk}
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*/
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const body = CodeChunk.from(
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//language=WGSL
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`
|
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+
// Clamp pre-bloom f16 sky-disc radiance well inside rgba16float range (max 65504) to prevent Inf/NaN.
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+
const MAX_SOLAR_DISC_RADIANCE = 16384.0;
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+
|
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+
@fragment
|
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fn main(
|
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@builtin(position) coord: vec4<f32>,
|
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@location(0) uv: vec2<f32>,
|
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51
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+
) -> @location(0) vec4<f32> {
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+
let clip_pos = vec4<f32>(uv_to_ndc(uv), 0.0, 1.0);
|
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53
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+
let world_dir_h = camera.view_projection_matrix_inverse * clip_pos;
|
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54
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+
let view_direction = normalize(world_dir_h.xyz);
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55
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+
let view_position = mat4_extract_position(camera.transform);
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+
|
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+
let sun_len_sq = dot(settings.sun_direction, settings.sun_direction);
|
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+
if (sun_len_sq <= 1e-12 || all(settings.sun_irradiance <= vec3<f32>(0.0))) {
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return vec4<f32>(0.0, 0.0, 0.0, 1.0);
|
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60
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}
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61
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+
let sun_dir = settings.sun_direction * inverseSqrt(sun_len_sq);
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+
|
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63
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+
let lut_res = vec2<f32>(textureDimensions(tSkyViewLut));
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64
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+
let sky_uv = sky_view_lut_uv_for(atmosphere, view_position, view_direction, sun_dir, lut_res);
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65
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+
var result = textureSampleLevel(tSkyViewLut, sSkyLut, sky_uv, 0.0).rgb;
|
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+
|
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+
if (settings.sun_has_disc != 0u && settings.sun_disk_radius > 0.0) {
|
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68
|
+
let view_rel = atmosphere_clamped_observer_relative(atmosphere, view_position);
|
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69
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+
let bounds = atmosphere_ray_bounds_for(atmosphere, view_rel, view_direction);
|
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70
|
+
|
|
71
|
+
if (!bounds.hits_ground) {
|
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72
|
+
let angular_radius = max(settings.sun_disk_radius, 0.0045);
|
|
73
|
+
let cos_outer = cos(angular_radius * 1.06);
|
|
74
|
+
let cos_inner = cos(angular_radius * 0.88);
|
|
75
|
+
let cos_angle = dot(view_direction, sun_dir);
|
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76
|
+
let disc_mask = smoothstep(cos_outer, cos_inner, cos_angle);
|
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77
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+
|
|
78
|
+
if (disc_mask > 0.0) {
|
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79
|
+
let cos_radius = cos(angular_radius);
|
|
80
|
+
let mu = sqrt(saturate((cos_angle - cos_outer) / max(1.0 - cos_outer, 1e-6)));
|
|
81
|
+
// Eddington solar limb darkening (mean over disc = 0.8)
|
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82
|
+
let limb = (0.4 + 0.6 * mu) * (1.0 / 0.8);
|
|
83
|
+
let solid_angle = max(2.0 * PI * (1.0 - cos_radius), 1e-6);
|
|
84
|
+
|
|
85
|
+
let observer_radius = length(view_rel);
|
|
86
|
+
let up = view_rel / observer_radius;
|
|
87
|
+
let altitude = observer_radius - atmosphere.planet_radius;
|
|
88
|
+
let sun_transmittance = sample_transmittance_lut_params_for(
|
|
89
|
+
atmosphere,
|
|
90
|
+
altitude,
|
|
91
|
+
dot(view_direction, up)
|
|
92
|
+
);
|
|
93
|
+
|
|
94
|
+
let raw_disc_radiance = (settings.sun_irradiance / solid_angle) * limb * sun_transmittance;
|
|
95
|
+
let max_channel = max(max(raw_disc_radiance.r, raw_disc_radiance.g), max(raw_disc_radiance.b, 1e-6));
|
|
96
|
+
let disc_radiance = raw_disc_radiance * min(1.0, MAX_SOLAR_DISC_RADIANCE / max_channel);
|
|
97
|
+
|
|
98
|
+
result += disc_radiance * disc_mask;
|
|
99
|
+
}
|
|
100
|
+
}
|
|
101
|
+
}
|
|
102
|
+
|
|
103
|
+
return vec4<f32>(result, 1.0);
|
|
104
|
+
}
|
|
105
|
+
`, [
|
|
106
|
+
PI_DECLARATION,
|
|
107
|
+
chunk_uv_to_ndc,
|
|
108
|
+
chunk_mat4_extract_position,
|
|
109
|
+
chunk_sky_irradiance_lut_encode_uv,
|
|
110
|
+
chunk_sample_transmittance_lut_params_for,
|
|
111
|
+
]
|
|
112
|
+
);
|
|
113
|
+
|
|
114
|
+
export const shader_background_sky = ImageShader.from({
|
|
115
|
+
descriptor: ShaderDescriptor.from({
|
|
116
|
+
label: "Scene Background / Atmosphere Sky",
|
|
117
|
+
resources,
|
|
118
|
+
body
|
|
119
|
+
}),
|
|
120
|
+
depthStencil: {
|
|
121
|
+
format: "depth32float",
|
|
122
|
+
depthCompare: "equal"
|
|
123
|
+
},
|
|
124
|
+
targets: [
|
|
125
|
+
{
|
|
126
|
+
label: "shaded",
|
|
127
|
+
format: "rgba16float"
|
|
128
|
+
}
|
|
129
|
+
]
|
|
130
|
+
});
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"ColorGrade.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/deferred/tonemap/ColorGrade.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"ColorGrade.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/deferred/tonemap/ColorGrade.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;GAeG;AACH,8CA2BG;AAEH;;;GAGG;AACH,wCAFU,MAAM,CAE4B;AAE5C;;;GAGG;AACH,qCAFU,MAAM,CAEsD;AAEtE;;;GAGG;AACH;IACI;;;;OAIG;IACH,qBAFU,OAAO,CAEoB;IAErC;;;;OAIG;IACH,mBAFU,OAAO,CAEkB;IAEnC;;;;OAIG;IACH,gBAFU,OAAO,CAEe;IAEhC;;;OAGG;IACH,eAFU,OAAO,CAEc;IAE/B;;;;OAIG;IACH,iBAFU,OAAO,CAEgB;CACpC;AAgDD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH;IACI;;;OAGG;IACH,mBAFU,MAAM,CAEsC;IAEtD;;;OAGG;IACH,YAFU,MAAM,CAEwB;IAExC;;;;OAIG;IACH,iBAFU,cAAc,CAEM;IAE9B;;;OAGG;IACH,kBAFU,cAAc,CAEO;IAE/B;;;OAGG;IACH,mBAFU,cAAc,CAEQ;IAEhC;;;OAGG;IACH,qBAFU,cAAc,CAEU;IAElC;;;OAGG;IACH,aAFU,MAAM,CAEG;IAEnB;;;OAGG;IACH,gBAFU,MAAM,CAEK;IAErB;;;OAGG;IACH,gBAFU,MAAM,CAEG;IAEnB;;;;OAIG;IACH,oBAFU,cAAc,CAES;IAEjC;;;;OAIG;IACH,yBAFU,cAAc,CAEc;IAEtC;;;;OAIG;IACH,wBAFU,cAAc,CAEa;IAErC;;;;;OAKG;IACH,0BAFU,cAAc,CAEe;IAEvC;;;;;OAKG;IACH,8BAFU,cAAc,CAEmB;IAE3C;;;;;OAKG;IACH,gCAFU,cAAc,CAEqB;IAE7C;;;;;OAKG;IACH,+BAFU,cAAc,CAEoB;IAE5C;;;;OAIG;IACH,wBAFU,cAAc,CAEa;IAErC;;;;OAIG;IACH,0BAFU,cAAc,CAEe;IAEvC;;;;OAIG;IACH,yBAFU,cAAc,CAEc;IAEtC;;;;OAIG;IACH,wBAFU,cAAc,CAEa;IAarC;;;;;;;OAOG;IACH,QAFa,YAAY,CAgFxB;;CACJ;6BA9Z4B,mCAAmC;wBAJxC,kCAAkC;+BAC3B,sDAAsD"}
|
|
@@ -1,6 +1,7 @@
|
|
|
1
1
|
import { assert } from "../../../../core/assert.js";
|
|
2
2
|
import { Vector4 } from "../../../../core/geom/Vector4.js";
|
|
3
3
|
import { AnimationCurve } from "../../../../engine/animation/curve/AnimationCurve.js";
|
|
4
|
+
import { ANIMATION_CURVE_KEYFRAME_FLOATS, animation_curve_write_keys } from "../../animation/animation_curve_write_keys.js";
|
|
4
5
|
import { vec4f, vec4u } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
|
|
5
6
|
import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
|
|
6
7
|
import { m3_white_balance_rec709, WHITE_BALANCE_NEUTRAL_TEMPERATURE, WHITE_BALANCE_NEUTRAL_TINT } from "./m3_white_balance_rec709.js";
|
|
@@ -60,7 +61,7 @@ export const COLOR_GRADE_HEADER_FLOATS = 88;
|
|
|
60
61
|
* Floats of one keyframe in `grade_keys`: time, value, in tangent, out tangent.
|
|
61
62
|
* @type {number}
|
|
62
63
|
*/
|
|
63
|
-
export const COLOR_GRADE_KEY_FLOATS =
|
|
64
|
+
export const COLOR_GRADE_KEY_FLOATS = ANIMATION_CURVE_KEYFRAME_FLOATS;
|
|
64
65
|
|
|
65
66
|
/**
|
|
66
67
|
* One zone of Unreal's primary grade: shadows, midtones, highlights, or all of them. Each vector is RGB and a master
|
|
@@ -148,30 +149,6 @@ function write_zone(out, at, zone, global) {
|
|
|
148
149
|
write_sum(out, at + 16, zone.offset, global.offset);
|
|
149
150
|
}
|
|
150
151
|
|
|
151
|
-
/**
|
|
152
|
-
* @param {Float32Array} out
|
|
153
|
-
* @param {number} at float index
|
|
154
|
-
* @param {AnimationCurve} curve
|
|
155
|
-
* @returns {number} the float index after the curve's keys
|
|
156
|
-
*/
|
|
157
|
-
function write_keys(out, at, curve) {
|
|
158
|
-
const keys = curve.keys;
|
|
159
|
-
const count = keys.length;
|
|
160
|
-
|
|
161
|
-
for (let i = 0; i < count; i++) {
|
|
162
|
-
const key = keys[i];
|
|
163
|
-
|
|
164
|
-
out[at] = key.time;
|
|
165
|
-
out[at + 1] = key.value;
|
|
166
|
-
out[at + 2] = key.inTangent;
|
|
167
|
-
out[at + 3] = key.outTangent;
|
|
168
|
-
|
|
169
|
-
at += COLOR_GRADE_KEY_FLOATS;
|
|
170
|
-
}
|
|
171
|
-
|
|
172
|
-
return at;
|
|
173
|
-
}
|
|
174
|
-
|
|
175
152
|
/**
|
|
176
153
|
* A colour grade on the exposed scene colour, ahead of the tone-mapping operator, baked into the tone mapper's LUTs.
|
|
177
154
|
* Neutral as constructed. In order:
|
|
@@ -424,17 +401,17 @@ export class ColorGrade {
|
|
|
424
401
|
words[87] = exposure_count;
|
|
425
402
|
|
|
426
403
|
let at = COLOR_GRADE_HEADER_FLOATS;
|
|
427
|
-
at =
|
|
428
|
-
at =
|
|
429
|
-
at =
|
|
430
|
-
at =
|
|
431
|
-
at =
|
|
432
|
-
at =
|
|
433
|
-
at =
|
|
434
|
-
at =
|
|
435
|
-
at =
|
|
436
|
-
at =
|
|
437
|
-
at =
|
|
404
|
+
at = animation_curve_write_keys(out, at, this.hue_shift);
|
|
405
|
+
at = animation_curve_write_keys(out, at, this.hue_saturation);
|
|
406
|
+
at = animation_curve_write_keys(out, at, this.hue_lightness);
|
|
407
|
+
at = animation_curve_write_keys(out, at, this.luma_saturation_red);
|
|
408
|
+
at = animation_curve_write_keys(out, at, this.luma_saturation_green);
|
|
409
|
+
at = animation_curve_write_keys(out, at, this.luma_saturation_blue);
|
|
410
|
+
at = animation_curve_write_keys(out, at, this.luma_saturation);
|
|
411
|
+
at = animation_curve_write_keys(out, at, this.luma_gain_red);
|
|
412
|
+
at = animation_curve_write_keys(out, at, this.luma_gain_green);
|
|
413
|
+
at = animation_curve_write_keys(out, at, this.luma_gain_blue);
|
|
414
|
+
at = animation_curve_write_keys(out, at, this.luma_exposure);
|
|
438
415
|
|
|
439
416
|
out.fill(0, at);
|
|
440
417
|
|
|
@@ -13,7 +13,8 @@ export const TONEMAP_ADAPTATION_RESOURCE: ShaderResourceDescriptor;
|
|
|
13
13
|
* ```
|
|
14
14
|
*
|
|
15
15
|
* - `false`, the default: the colour as it is.
|
|
16
|
-
* - `true`: the colour through `apply_purkinje_shift` at the view's adaptation, {@link TONEMAP_ADAPTATION_RESOURCE}
|
|
16
|
+
* - `true`: the colour through `apply_purkinje_shift` at the view's adaptation, {@link TONEMAP_ADAPTATION_RESOURCE},
|
|
17
|
+
* across CIE 191's mesopic range.
|
|
17
18
|
*
|
|
18
19
|
* The shift is linear in the colour, so the function may be applied ahead of the exposure or after it.
|
|
19
20
|
*
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"chunk_tonemap_purkinje.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/deferred/tonemap/chunk_tonemap_purkinje.js"],"names":[],"mappings":"AAOA;;;;;GAKG;AACH,0CAFU,wBAAwB,CAE8E;AAEhH
|
|
1
|
+
{"version":3,"file":"chunk_tonemap_purkinje.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/deferred/tonemap/chunk_tonemap_purkinje.js"],"names":[],"mappings":"AAOA;;;;;GAKG;AACH,0CAFU,wBAAwB,CAE8E;AAEhH;;;;;;;;;;;;;;GAcG;AACH,qCAFU,eAAe,CAE0D;yCA3B1C,mDAAmD;gCAD5D,0CAA0C"}
|
|
@@ -21,7 +21,8 @@ export const TONEMAP_ADAPTATION_RESOURCE = ShaderResourceDescriptor.uniform("ada
|
|
|
21
21
|
* ```
|
|
22
22
|
*
|
|
23
23
|
* - `false`, the default: the colour as it is.
|
|
24
|
-
* - `true`: the colour through `apply_purkinje_shift` at the view's adaptation, {@link TONEMAP_ADAPTATION_RESOURCE}
|
|
24
|
+
* - `true`: the colour through `apply_purkinje_shift` at the view's adaptation, {@link TONEMAP_ADAPTATION_RESOURCE},
|
|
25
|
+
* across CIE 191's mesopic range.
|
|
25
26
|
*
|
|
26
27
|
* The shift is linear in the colour, so the function may be applied ahead of the exposure or after it.
|
|
27
28
|
*
|
|
@@ -41,7 +42,10 @@ const shifted = CodeChunk.from(
|
|
|
41
42
|
//language=WGSL
|
|
42
43
|
`
|
|
43
44
|
fn tonemap_purkinje(color: vec3<f32>) -> vec3<f32> {
|
|
44
|
-
return apply_purkinje_shift(
|
|
45
|
+
return apply_purkinje_shift(
|
|
46
|
+
color,
|
|
47
|
+
purkinje_rod_share(adaptation.value, PURKINJE_MESOPIC_MIN_NITS, PURKINJE_MESOPIC_MAX_NITS)
|
|
48
|
+
);
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}
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`, [chunk_apply_purkinje_shift]);
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@@ -126,8 +126,8 @@ export class GPUDynamicMeshResidency {
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126
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guard; index_count is left truthful, and the draw-time index_count === 0 test skips it.
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Reachable on the first upload rather than on a shrink: a geometry that shrinks has already
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-
grown its buffers, and
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-
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+
grown its buffers, and PathDisplaySystem builds a DynamicMesh from a Geometry that can
|
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+
already be empty.
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*/
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if (vertex_bytes > 0) {
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device.queue.writeBuffer(this.#vertices, 0, staging.buffer, staging.byteOffset, vertex_bytes);
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@@ -1,19 +1,8 @@
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1
1
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/**
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2
2
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* The vertex stage both AVBOIT passes draw a dynamic mesh with — the splat at the volume's
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3
3
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* resolution and the draw at internal resolution — so the two see the same fragments at the same
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4
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-
* depths.
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5
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-
*
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6
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-
* `view_depth` is the vertex's own view-space depth, interpolated across the triangle: what the
|
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7
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-
* splat positions a fragment's extinction by and what the draw looks the volume up at. Both passes
|
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8
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-
* take it from here rather than reconstructing it from `@builtin(position).z`, the arrangement the
|
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9
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-
* particles' billboard stage has for the same reason. `color` is straight — not premultiplied — as
|
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10
|
-
* the vertices hold it.
|
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11
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-
*
|
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12
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-
* Both are interpolated at the **centroid** of the samples the triangle covers. The splat is
|
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13
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-
* multisampled, and a thin triangle can cover some of a pixel's samples but not its centre; at the
|
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14
|
-
* centre its depth and alpha would be extrapolated off the triangle's edge, which on a ribbon seen
|
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15
|
-
* nearly edge-on lands the extinction slices away from the ribbon. The draw has one sample, where a
|
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16
|
-
* fragment exists only if the centre is covered and the centroid is the centre.
|
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4
|
+
* depths. It hands the unlit fragment stages their `AVBOITUnlitVaryings`: the clip position, the
|
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5
|
+
* vertex colour straight as the vertices hold it, and the vertex's own view-space depth.
|
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17
6
|
*
|
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18
7
|
* The enclosing shader binds the dynamic-mesh groups (`DYNAMIC_MESH_RESOURCES`), `camera` included,
|
|
19
8
|
* and hands over `instance_index` as the draw's row, as for {@link chunk_dynamic_mesh_vertex}.
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"chunk_dynamic_mesh_avboit_vertex.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"chunk_dynamic_mesh_avboit_vertex.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.js"],"names":[],"mappings":"AAIA;;;;;;;;;;GAUG;AACH,+CAFU,SAAS,CAqBjB;0BAjCwB,iCAAiC"}
|
|
@@ -1,22 +1,12 @@
|
|
|
1
|
+
import { chunk_avboit_unlit_varyings } from "../rasterize/native/avboit/chunk_avboit_unlit_varyings.js";
|
|
1
2
|
import { CodeChunk } from "../shader/compiler/CodeChunk.js";
|
|
2
3
|
import { chunk_dynamic_mesh_vertex } from "./chunk_dynamic_mesh_vertex.js";
|
|
3
4
|
|
|
4
5
|
/**
|
|
5
6
|
* The vertex stage both AVBOIT passes draw a dynamic mesh with — the splat at the volume's
|
|
6
7
|
* resolution and the draw at internal resolution — so the two see the same fragments at the same
|
|
7
|
-
* depths.
|
|
8
|
-
*
|
|
9
|
-
* `view_depth` is the vertex's own view-space depth, interpolated across the triangle: what the
|
|
10
|
-
* splat positions a fragment's extinction by and what the draw looks the volume up at. Both passes
|
|
11
|
-
* take it from here rather than reconstructing it from `@builtin(position).z`, the arrangement the
|
|
12
|
-
* particles' billboard stage has for the same reason. `color` is straight — not premultiplied — as
|
|
13
|
-
* the vertices hold it.
|
|
14
|
-
*
|
|
15
|
-
* Both are interpolated at the **centroid** of the samples the triangle covers. The splat is
|
|
16
|
-
* multisampled, and a thin triangle can cover some of a pixel's samples but not its centre; at the
|
|
17
|
-
* centre its depth and alpha would be extrapolated off the triangle's edge, which on a ribbon seen
|
|
18
|
-
* nearly edge-on lands the extinction slices away from the ribbon. The draw has one sample, where a
|
|
19
|
-
* fragment exists only if the centre is covered and the centroid is the centre.
|
|
8
|
+
* depths. It hands the unlit fragment stages their `AVBOITUnlitVaryings`: the clip position, the
|
|
9
|
+
* vertex colour straight as the vertices hold it, and the vertex's own view-space depth.
|
|
20
10
|
*
|
|
21
11
|
* The enclosing shader binds the dynamic-mesh groups (`DYNAMIC_MESH_RESOURCES`), `camera` included,
|
|
22
12
|
* and hands over `instance_index` as the draw's row, as for {@link chunk_dynamic_mesh_vertex}.
|
|
@@ -26,16 +16,10 @@ import { chunk_dynamic_mesh_vertex } from "./chunk_dynamic_mesh_vertex.js";
|
|
|
26
16
|
export const chunk_dynamic_mesh_avboit_vertex = CodeChunk.from(
|
|
27
17
|
//language=WGSL
|
|
28
18
|
`
|
|
29
|
-
|
|
30
|
-
@builtin(position) clip : vec4<f32>,
|
|
31
|
-
@location(0) @interpolate(perspective, centroid) color : vec4<f32>,
|
|
32
|
-
@location(1) @interpolate(perspective, centroid) view_depth : f32,
|
|
33
|
-
}
|
|
34
|
-
|
|
35
|
-
fn dynamic_mesh_avboit_vertex(vertex_index : u32, draw_index : u32) -> DynamicMeshAVBOITVertexOut {
|
|
19
|
+
fn dynamic_mesh_avboit_vertex(vertex_index : u32, draw_index : u32) -> AVBOITUnlitVaryings {
|
|
36
20
|
let vertex = dynamic_mesh_vertex(vertex_index, draw_index);
|
|
37
21
|
|
|
38
|
-
var out :
|
|
22
|
+
var out : AVBOITUnlitVaryings;
|
|
39
23
|
|
|
40
24
|
out.clip = camera.view_projection_matrix * vertex.world;
|
|
41
25
|
out.color = vertex.color;
|
|
@@ -45,6 +29,7 @@ fn dynamic_mesh_avboit_vertex(vertex_index : u32, draw_index : u32) -> DynamicMe
|
|
|
45
29
|
return out;
|
|
46
30
|
}
|
|
47
31
|
`, [
|
|
32
|
+
chunk_avboit_unlit_varyings,
|
|
48
33
|
chunk_dynamic_mesh_vertex,
|
|
49
34
|
]
|
|
50
35
|
);
|