@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 { ENVIRONMENT_MAP_SAMPLER_RESOURCE } from "../../light/environment/ENVIRONMENT_MAP_SAMPLER_RESOURCE.js";
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import { LIGHT_DATA_RESOURCE } from "../../light/LIGHT_DATA_RESOURCE.js";
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import {
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WORLD_CLUSTER_DATA_RESOURCE,
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WORLD_CLUSTER_LOOKUP_RESOURCE
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} from "../../light/world_cluster/chunk_world_light_cluster_lookup.js";
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import { CLIPMAP_LEVEL_ARRAY } from "../../shader/chunk/clipmap/CLIPMAP_LEVEL_STRUCT.js";
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import { chunk_rgbe9995_decode } from "../../shader/chunk/color/rgbe9995/chunk_rgbe9995_decode.js";
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import { chunk_rgbe9995_encode } from "../../shader/chunk/color/rgbe9995/chunk_rgbe9995_encode.js";
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import { chunk_uv_equal_area_sphere } from "../../shader/chunk/geometry/octahedron/chunk_uv_equal_area_sphere.js";
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import {
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chunk_uv_octahedral_unit_decode
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} from "../../shader/chunk/geometry/octahedron/chunk_uv_octahedral_unit_decode.js";
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import {
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chunk_uv_octahedral_unit_encode
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} from "../../shader/chunk/geometry/octahedron/chunk_uv_octahedral_unit_encode.js";
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import { chunk_folded_workgroup_index } from "../../shader/chunk/grid/chunk_folded_workgroup_index.js";
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import { RECIPROCAL_PI_DECLARATION } from "../../shader/chunk/math/RECIPROCAL_PI_DECLARATION.js";
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import { chunk_hash_to_float01 } from "../../shader/chunk/random/chunk_hash_to_float01.js";
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import { chunk_pcg4d } from "../../shader/chunk/random/pcg/chunk_pcg4d.js";
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import {
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chunk_sh3_color_get_irradiance_at
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} from "../../shader/chunk/spherical_harmonics/chunk_sh3_color_get_irradiance_at.js";
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import { chunk_sample_environment_map } from "../../shader/chunk/texture/sample/chunk_sample_environment_map.js";
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { ComputeShader } from "../../shader/ComputeShader.js";
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import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
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import { ShaderResourceGroupDescriptor } from "../../shader/resource/ShaderResourceGroupDescriptor.js";
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import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
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import { vec2u } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
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import { BRICK_TRACE_HIT, BRICK_TRACE_MISS } from "../probe_clipmap/brick/BRICK_CLIPMAP.js";
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import {
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BRICK_ATLAS_TEXTURE_RESOURCE,
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BRICK_LEVELS_RESOURCE,
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BRICK_MAP_TEXTURE_RESOURCE,
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BRICK_OCCUPANCY_TEXTURE_RESOURCE,
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BRICK_SAMPLER_RESOURCE,
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chunk_brick_clipmap_trace
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} from "../probe_clipmap/brick/chunk_brick_clipmap_trace.js";
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import {
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BRICK_MATERIAL_ALBEDO_RESOURCE,
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BRICK_MATERIAL_EMISSIVE_RESOURCE
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} from "../probe_clipmap/material/chunk_brick_material.js";
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import {
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PROBE_LEVELS_RESOURCE,
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PROBE_RECORD_STRUCT,
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PROBE_WANTED_BITS_RESOURCE,
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PROBE_WANTED_WRITE_RESOURCE
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} from "../probe_clipmap/probe/chunk_probe_clipmap.js";
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import {
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chunk_probe_clipmap_local_irradiance,
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chunk_probe_clipmap_sun_irradiance
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} from "../probe_clipmap/probe/chunk_probe_clipmap_hit_light.js";
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import { chunk_probe_clipmap_hit_material_pick } from "../probe_clipmap/probe/chunk_probe_clipmap_hit_material.js";
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import {
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chunk_probe_clipmap_pick_in,
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PROBE_CLIPMAP_SAMPLING_GROUP,
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PROBE_DEPTH_SAMPLER_RESOURCE,
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PROBE_SAMPLING_STRUCT
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} from "../probe_clipmap/probe/chunk_probe_clipmap_pick.js";
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import { chunk_probe_clipmap_sample_radiance } from "../probe_clipmap/probe/chunk_probe_clipmap_sample_radiance.js";
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import { chunk_probe_clipmap_want } from "../probe_clipmap/probe/chunk_probe_clipmap_want.js";
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import { PROBE_RECEIVER_BIAS_VIEW } from "../probe_clipmap/probe/PROBE_CLIPMAP.js";
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import { PROBE_WANT_SETTINGS } from "../probe_clipmap/probe/shader_probe_clipmap_want.js";
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import {
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chunk_screen_probe,
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chunk_screen_probe_counts,
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SCREEN_PROBE_DISPATCH_READ_RESOURCE,
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SCREEN_PROBE_EXPOSURE_RESOURCE,
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SCREEN_PROBE_FRAME_RESOURCE,
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SCREEN_PROBE_PICKS_READ_RESOURCE,
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SCREEN_PROBE_RAYS_WRITE_RESOURCE,
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SCREEN_PROBE_TRACE_HIT_WRITE_RESOURCE,
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SCREEN_PROBE_TRACE_RADIANCE_WRITE_RESOURCE,
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SCREEN_PROBES_READ_RESOURCE
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} from "./chunk_screen_probe.js";
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import { SCREEN_PROBE_THREAD_WORKGROUP_SIZE } from "./SCREEN_PROBE.js";
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const brick_group = () => new ShaderResourceGroupDescriptor()
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.add(BRICK_LEVELS_RESOURCE)
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.add(BRICK_MAP_TEXTURE_RESOURCE)
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.add(BRICK_OCCUPANCY_TEXTURE_RESOURCE)
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.add(BRICK_ATLAS_TEXTURE_RESOURCE)
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.add(BRICK_SAMPLER_RESOURCE);
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// each pass finds a ray's probe's origin and pick (`ScreenProbePick`) at the probe
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const rays_group = () => new ShaderResourceGroupDescriptor()
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.add(SCREEN_PROBE_FRAME_RESOURCE)
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.add(SCREEN_PROBE_RAYS_WRITE_RESOURCE)
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.add(SCREEN_PROBE_PICKS_READ_RESOURCE)
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.add(SCREEN_PROBE_DISPATCH_READ_RESOURCE);
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const trace_resources = new ShaderResourceSetDescriptor();
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trace_resources.addGroup(rays_group().add(SCREEN_PROBES_READ_RESOURCE).add(LIGHT_DATA_RESOURCE));
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trace_resources.addGroup(brick_group());
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/**
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* The bricks' trace of the rays the screen left (Lumen's mesh and global SDF traces): a thread a ray of their list,
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* through its command.
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*
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* - From the probe's origin (`ScreenProbePick#origin`) to the probe's reach (`brick_clipmap_trace`), starting a
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* voxel short of where the screen showed the ray clear. The screen's ray left the surface point, so that distance
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* moves by the origin's offset along this ray, as Lumen's world traces start twice their bias short of the screen's
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* distance, the most their biases move the start along the ray.
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* - **A front-face hit** takes E_dir from the directional lights, shadowed by rays through the bricks
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* (`probe_clipmap_sun_irradiance`), each light's point of its disk drawn from the ray's id and direction.
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* - **A back face** is a hit whose field's gradient runs along the ray: the ray started inside a solid.
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* - **No hit within the reach**, or out of the world: the world-space probes the probe picked answer past it (FAR),
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* or the environment where it picked none (SKY).
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* - **A march that spends its steps** is unresolved: no light.
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*
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* @type {ComputeShader}
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*/
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export const shader_screen_probe_brick_trace = ComputeShader.from({
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label: "Screen Probe Brick Trace",
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resources: trace_resources,
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body: CodeChunk.from(
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//language=WGSL
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`
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@compute @workgroup_size(${SCREEN_PROBE_THREAD_WORKGROUP_SIZE})
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fn main(
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@builtin(workgroup_id) workgroup_id: vec3<u32>,
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@builtin(local_invocation_index) lane: u32,
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) {
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let i = folded_workgroup_index(workgroup_id) * ${SCREEN_PROBE_THREAD_WORKGROUP_SIZE}u + lane;
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if (i >= screen_probe_brick_ray_count()) {
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return;
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}
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var entry = screen_probe_rays[i];
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let probe = entry.ray >> SCREEN_PROBE_RAY_SLOT_BITS;
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let pick = screen_probe_picks[probe];
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let origin = pick.origin;
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let direction = uv_equal_area_sphere_decode(unpack2x16unorm(entry.direction));
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let cascades = screen_probe_frame.brick_cascade_count;
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let atlas_shift = screen_probe_frame.brick_atlas_shift;
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let start = max(entry.t + dot(screen_probes[probe].position - origin.xyz, direction) - origin.w, 0.0);
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let hit = brick_clipmap_trace(origin.xyz, direction, start, pick.reach, cascades, atlas_shift);
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var kind = SCREEN_PROBE_TRACE_UNRESOLVED;
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var light = vec3<f32>(0.0);
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+
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if (hit.kind == ${BRICK_TRACE_HIT}u) {
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if (dot(hit.normal, direction) > 0.0) {
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kind = SCREEN_PROBE_TRACE_BACK;
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} else {
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kind = SCREEN_PROBE_TRACE_HIT;
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light = probe_clipmap_sun_irradiance(hit.position, hit.normal, hit.cascade, vec2<u32>(entry.ray, entry.direction), screen_probe_frame.brick_t_max, cascades, atlas_shift);
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}
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} else if (hit.kind == ${BRICK_TRACE_MISS}u) {
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kind = select(SCREEN_PROBE_TRACE_SKY, SCREEN_PROBE_TRACE_FAR, dot(pick.weights, vec4<f32>(1.0)) > 0.0);
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}
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entry.t = hit.t;
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entry.normal = select(0u, pack2x16unorm(uv_octahedral_unit_encode(hit.normal)), kind == SCREEN_PROBE_TRACE_HIT);
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entry.flags = kind | (select(0u, hit.cascade, kind == SCREEN_PROBE_TRACE_HIT) << 3u);
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entry.albedo = 0u;
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entry.light = rgbe9995_encode(light);
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screen_probe_rays[i] = entry;
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}
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`, [
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chunk_screen_probe,
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chunk_screen_probe_counts,
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170
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chunk_brick_clipmap_trace,
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chunk_folded_workgroup_index,
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chunk_uv_equal_area_sphere,
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chunk_uv_octahedral_unit_encode,
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chunk_probe_clipmap_sun_irradiance,
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chunk_rgbe9995_encode,
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]),
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177
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});
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178
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+
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179
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const shade_resources = new ShaderResourceSetDescriptor();
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180
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+
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181
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shade_resources.addGroup(rays_group()
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.addTexture("tEnvironment", "float", "2d")
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.add(ENVIRONMENT_MAP_SAMPLER_RESOURCE));
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shade_resources.addGroup(brick_group()
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.add(BRICK_MATERIAL_ALBEDO_RESOURCE)
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.add(BRICK_MATERIAL_EMISSIVE_RESOURCE));
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shade_resources.addGroup(PROBE_CLIPMAP_SAMPLING_GROUP);
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188
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+
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189
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/**
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190
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* What each ray left to the bricks brings back (as the probe clipmap's shade): a thread a ray of the list.
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191
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*
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192
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* - **A front-face hit**: `emissive + ρ_d·E_dir/π`, its surface one texel of the brick material at the hit drawn from
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193
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* the ray's id and direction (`probe_clipmap_hit_material_pick`); its diffuse albedo goes into the ray for the light
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* and bounce passes.
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195
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* - **FAR**: the world-space probes the probe picked, each share's radiance along the ray (`probe_clipmap_radiance`):
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196
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* what lies past the reach, as each of them sees it.
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197
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* - **SKY**: the prefiltered environment along the ray, at the roughness whose lobe covers a texel of the probe's
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* octahedron, 1/√n (as the probe clipmap's misses take it for theirs).
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199
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* - A back face and an unresolved march bring nothing.
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200
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*
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* @type {ComputeShader}
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202
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*/
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203
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export const shader_screen_probe_brick_shade = ComputeShader.from({
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label: "Screen Probe Brick Shade",
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resources: shade_resources,
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206
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body: CodeChunk.from(
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207
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//language=WGSL
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208
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`
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209
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@compute @workgroup_size(${SCREEN_PROBE_THREAD_WORKGROUP_SIZE})
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210
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fn main(
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211
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@builtin(workgroup_id) workgroup_id: vec3<u32>,
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212
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@builtin(local_invocation_index) lane: u32,
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) {
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let i = folded_workgroup_index(workgroup_id) * ${SCREEN_PROBE_THREAD_WORKGROUP_SIZE}u + lane;
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215
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+
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if (i >= screen_probe_brick_ray_count()) {
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return;
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}
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+
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let entry = screen_probe_rays[i];
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let kind = entry.flags & SCREEN_PROBE_TRACE_KIND_MASK;
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let probe = entry.ray >> SCREEN_PROBE_RAY_SLOT_BITS;
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let direction = uv_equal_area_sphere_decode(unpack2x16unorm(entry.direction));
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224
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+
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var radiance = vec3<f32>(0.0);
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226
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var albedo = vec3<f32>(0.0);
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227
|
+
|
|
228
|
+
if (kind == SCREEN_PROBE_TRACE_HIT) {
|
|
229
|
+
let position = screen_probe_picks[probe].origin.xyz + entry.t * direction;
|
|
230
|
+
let normal = uv_octahedral_unit_decode(unpack2x16unorm(entry.normal));
|
|
231
|
+
let draw = hash_to_float01(pcg4d(vec4<u32>(entry.ray, entry.direction, 0x510E527Fu, 0u)).x);
|
|
232
|
+
let surface = probe_clipmap_hit_material_pick(position, normal, entry.flags >> 3u, draw, screen_probe_frame.brick_atlas_shift);
|
|
233
|
+
|
|
234
|
+
radiance = surface.emissive + surface.albedo * rgbe9995_decode(entry.light) * RECIPROCAL_PI;
|
|
235
|
+
albedo = surface.albedo;
|
|
236
|
+
} else if (kind == SCREEN_PROBE_TRACE_FAR) {
|
|
237
|
+
let pick = screen_probe_picks[probe];
|
|
238
|
+
|
|
239
|
+
// each share by name
|
|
240
|
+
if (pick.weights.x > 0.0) { radiance += pick.weights.x * probe_clipmap_radiance(pick.slots.x, direction).rgb; }
|
|
241
|
+
if (pick.weights.y > 0.0) { radiance += pick.weights.y * probe_clipmap_radiance(pick.slots.y, direction).rgb; }
|
|
242
|
+
if (pick.weights.z > 0.0) { radiance += pick.weights.z * probe_clipmap_radiance(pick.slots.z, direction).rgb; }
|
|
243
|
+
if (pick.weights.w > 0.0) { radiance += pick.weights.w * probe_clipmap_radiance(pick.slots.w, direction).rgb; }
|
|
244
|
+
} else if (kind == SCREEN_PROBE_TRACE_SKY) {
|
|
245
|
+
radiance = sample_environment_map(tEnvironment, sEnvironment, direction, inverseSqrt(f32(screen_probe_frame.octahedron_resolution)));
|
|
246
|
+
}
|
|
247
|
+
|
|
248
|
+
screen_probe_rays[i].light = rgbe9995_encode(radiance);
|
|
249
|
+
screen_probe_rays[i].albedo = pack4x8unorm(vec4<f32>(albedo, 0.0));
|
|
250
|
+
}
|
|
251
|
+
`, [
|
|
252
|
+
chunk_screen_probe,
|
|
253
|
+
chunk_screen_probe_counts,
|
|
254
|
+
chunk_uv_octahedral_unit_decode,
|
|
255
|
+
chunk_folded_workgroup_index,
|
|
256
|
+
chunk_uv_equal_area_sphere,
|
|
257
|
+
chunk_probe_clipmap_hit_material_pick,
|
|
258
|
+
chunk_probe_clipmap_sample_radiance,
|
|
259
|
+
chunk_sample_environment_map,
|
|
260
|
+
chunk_hash_to_float01,
|
|
261
|
+
chunk_pcg4d,
|
|
262
|
+
chunk_rgbe9995_decode,
|
|
263
|
+
chunk_rgbe9995_encode,
|
|
264
|
+
RECIPROCAL_PI_DECLARATION,
|
|
265
|
+
]),
|
|
266
|
+
});
|
|
267
|
+
|
|
268
|
+
const light_resources = new ShaderResourceSetDescriptor();
|
|
269
|
+
|
|
270
|
+
light_resources.addGroup(rays_group()
|
|
271
|
+
.add(LIGHT_DATA_RESOURCE)
|
|
272
|
+
.add(WORLD_CLUSTER_LOOKUP_RESOURCE)
|
|
273
|
+
.add(WORLD_CLUSTER_DATA_RESOURCE));
|
|
274
|
+
light_resources.addGroup(brick_group());
|
|
275
|
+
|
|
276
|
+
/**
|
|
277
|
+
* The local lights a front-face hit takes (as the probe clipmap's light pass): a thread a ray of the list, adding
|
|
278
|
+
* `ρ_d·E_loc/π`, one light of the hit's world light cluster cell picked by its light and shadowed by a ray through the
|
|
279
|
+
* bricks (`probe_clipmap_local_irradiance`), drawn from the ray's id and direction.
|
|
280
|
+
*
|
|
281
|
+
* @type {ComputeShader}
|
|
282
|
+
*/
|
|
283
|
+
export const shader_screen_probe_brick_light = ComputeShader.from({
|
|
284
|
+
label: "Screen Probe Brick Light",
|
|
285
|
+
resources: light_resources,
|
|
286
|
+
body: CodeChunk.from(
|
|
287
|
+
//language=WGSL
|
|
288
|
+
`
|
|
289
|
+
@compute @workgroup_size(${SCREEN_PROBE_THREAD_WORKGROUP_SIZE})
|
|
290
|
+
fn main(
|
|
291
|
+
@builtin(workgroup_id) workgroup_id: vec3<u32>,
|
|
292
|
+
@builtin(local_invocation_index) lane: u32,
|
|
293
|
+
) {
|
|
294
|
+
let i = folded_workgroup_index(workgroup_id) * ${SCREEN_PROBE_THREAD_WORKGROUP_SIZE}u + lane;
|
|
295
|
+
|
|
296
|
+
if (i >= screen_probe_brick_ray_count()) {
|
|
297
|
+
return;
|
|
298
|
+
}
|
|
299
|
+
|
|
300
|
+
let entry = screen_probe_rays[i];
|
|
301
|
+
let albedo = unpack4x8unorm(entry.albedo).rgb;
|
|
302
|
+
|
|
303
|
+
// only a front-face hit that bounces anything takes more light
|
|
304
|
+
if ((entry.flags & SCREEN_PROBE_TRACE_KIND_MASK) != SCREEN_PROBE_TRACE_HIT || all(albedo == vec3<f32>(0.0))) {
|
|
305
|
+
return;
|
|
306
|
+
}
|
|
307
|
+
|
|
308
|
+
let direction = uv_equal_area_sphere_decode(unpack2x16unorm(entry.direction));
|
|
309
|
+
let position = screen_probe_picks[entry.ray >> SCREEN_PROBE_RAY_SLOT_BITS].origin.xyz + entry.t * direction;
|
|
310
|
+
let normal = uv_octahedral_unit_decode(unpack2x16unorm(entry.normal));
|
|
311
|
+
|
|
312
|
+
// the pick and its shadow ray's point, apart from the trace's and the shade's draws
|
|
313
|
+
let hash = pcg4d(vec4<u32>(entry.ray, entry.direction, 0xA54FF53Au, 0u));
|
|
314
|
+
let random = vec4<f32>(hash_to_float01(hash.x), hash_to_float01(hash.y), hash_to_float01(hash.z), hash_to_float01(hash.w));
|
|
315
|
+
|
|
316
|
+
let e = probe_clipmap_local_irradiance(entry.flags >> 3u, position, normal, random, screen_probe_frame.brick_cascade_count, screen_probe_frame.brick_atlas_shift) * RECIPROCAL_PI;
|
|
317
|
+
|
|
318
|
+
if (all(e == vec3<f32>(0.0))) {
|
|
319
|
+
return;
|
|
320
|
+
}
|
|
321
|
+
|
|
322
|
+
screen_probe_rays[i].light = rgbe9995_encode(rgbe9995_decode(entry.light) + albedo * e);
|
|
323
|
+
}
|
|
324
|
+
`, [
|
|
325
|
+
chunk_screen_probe,
|
|
326
|
+
chunk_screen_probe_counts,
|
|
327
|
+
chunk_uv_octahedral_unit_decode,
|
|
328
|
+
chunk_folded_workgroup_index,
|
|
329
|
+
chunk_uv_equal_area_sphere,
|
|
330
|
+
chunk_probe_clipmap_local_irradiance,
|
|
331
|
+
chunk_hash_to_float01,
|
|
332
|
+
chunk_pcg4d,
|
|
333
|
+
chunk_rgbe9995_decode,
|
|
334
|
+
chunk_rgbe9995_encode,
|
|
335
|
+
RECIPROCAL_PI_DECLARATION,
|
|
336
|
+
]),
|
|
337
|
+
});
|
|
338
|
+
|
|
339
|
+
/**
|
|
340
|
+
* One world-space probe set's sampling resources under a prefix, for a pass that picks from two.
|
|
341
|
+
*
|
|
342
|
+
* @param {string} prefix
|
|
343
|
+
* @returns {ShaderResourceGroupDescriptor}
|
|
344
|
+
*/
|
|
345
|
+
function probe_set_group(prefix) {
|
|
346
|
+
return new ShaderResourceGroupDescriptor()
|
|
347
|
+
.add(ShaderResourceDescriptor.uniform(`${prefix}_levels`, CLIPMAP_LEVEL_ARRAY))
|
|
348
|
+
.add(ShaderResourceDescriptor.uniform(`${prefix}_sampling`, PROBE_SAMPLING_STRUCT))
|
|
349
|
+
.add(ShaderResourceDescriptor.texture(`${prefix}_indirection`, "uint", "3d"))
|
|
350
|
+
.add(ShaderResourceDescriptor.storageBuffer(`${prefix}_states`, WebGPUArray.from(vec2u)))
|
|
351
|
+
.add(ShaderResourceDescriptor.storageBuffer(`${prefix}_records`, WebGPUArray.from(PROBE_RECORD_STRUCT)))
|
|
352
|
+
.add(ShaderResourceDescriptor.texture(`${prefix}_depth`, "float", "2d"));
|
|
353
|
+
}
|
|
354
|
+
|
|
355
|
+
const bounce_resources = new ShaderResourceSetDescriptor();
|
|
356
|
+
|
|
357
|
+
bounce_resources.addGroup(rays_group()
|
|
358
|
+
.add(SCREEN_PROBE_EXPOSURE_RESOURCE)
|
|
359
|
+
.add(SCREEN_PROBE_TRACE_RADIANCE_WRITE_RESOURCE)
|
|
360
|
+
.add(SCREEN_PROBE_TRACE_HIT_WRITE_RESOURCE)
|
|
361
|
+
.add(PROBE_DEPTH_SAMPLER_RESOURCE));
|
|
362
|
+
bounce_resources.addGroup(probe_set_group("bounce_first"));
|
|
363
|
+
bounce_resources.addGroup(probe_set_group("bounce_fallback"));
|
|
364
|
+
|
|
365
|
+
/**
|
|
366
|
+
* The next bounce a front-face hit takes, and every ray's result into the probes' trace textures (as the probe
|
|
367
|
+
* clipmap's bounce): a thread a ray of the list, after the light pass.
|
|
368
|
+
*
|
|
369
|
+
* - **The bounce**, E_ind: the frustum's world-space probes picked at the hit along its normal, the view back along the
|
|
370
|
+
* ray (`probe_clipmap_pick_in`), with the ray's own noise; where they weigh nothing, the world cache's. Where neither
|
|
371
|
+
* has a probe, no bounce: the next frame's hit wants ask the world cache for them. A hit the frustum's probes served
|
|
372
|
+
* has its albedo cleared, so it wants nothing (`shader_screen_probe_brick_want`). `ρ_d·E_ind/π` is added.
|
|
373
|
+
* - **The result**: the ray's radiance, pre-exposed (`screen_probe_exposure`), and its kind and distance to its texel of
|
|
374
|
+
* `screen_probe_trace_radiance` and `screen_probe_trace_hit`, where the composite reads every ray, the screen's and
|
|
375
|
+
* the bricks' alike.
|
|
376
|
+
*
|
|
377
|
+
* @type {ComputeShader}
|
|
378
|
+
*/
|
|
379
|
+
export const shader_screen_probe_brick_bounce = ComputeShader.from({
|
|
380
|
+
label: "Screen Probe Brick Bounce",
|
|
381
|
+
resources: bounce_resources,
|
|
382
|
+
body: CodeChunk.from(
|
|
383
|
+
//language=WGSL
|
|
384
|
+
`
|
|
385
|
+
@compute @workgroup_size(${SCREEN_PROBE_THREAD_WORKGROUP_SIZE})
|
|
386
|
+
fn main(
|
|
387
|
+
@builtin(workgroup_id) workgroup_id: vec3<u32>,
|
|
388
|
+
@builtin(local_invocation_index) lane: u32,
|
|
389
|
+
) {
|
|
390
|
+
let i = folded_workgroup_index(workgroup_id) * ${SCREEN_PROBE_THREAD_WORKGROUP_SIZE}u + lane;
|
|
391
|
+
|
|
392
|
+
if (i >= screen_probe_brick_ray_count()) {
|
|
393
|
+
return;
|
|
394
|
+
}
|
|
395
|
+
|
|
396
|
+
let entry = screen_probe_rays[i];
|
|
397
|
+
let kind = entry.flags & SCREEN_PROBE_TRACE_KIND_MASK;
|
|
398
|
+
let albedo = unpack4x8unorm(entry.albedo).rgb;
|
|
399
|
+
|
|
400
|
+
var light = rgbe9995_decode(entry.light);
|
|
401
|
+
|
|
402
|
+
if (kind == SCREEN_PROBE_TRACE_HIT && any(albedo != vec3<f32>(0.0))) {
|
|
403
|
+
let direction = uv_equal_area_sphere_decode(unpack2x16unorm(entry.direction));
|
|
404
|
+
let position = screen_probe_picks[entry.ray >> SCREEN_PROBE_RAY_SLOT_BITS].origin.xyz + entry.t * direction;
|
|
405
|
+
let normal = uv_octahedral_unit_decode(unpack2x16unorm(entry.normal));
|
|
406
|
+
|
|
407
|
+
let hash = pcg4d(vec4<u32>(entry.ray, entry.direction, 0x9B05688Cu, 0u));
|
|
408
|
+
let noise = vec2<f32>(hash_to_float01(hash.x), hash_to_float01(hash.y));
|
|
409
|
+
|
|
410
|
+
var probes = probe_clipmap_sh_in(
|
|
411
|
+
&bounce_first_records,
|
|
412
|
+
probe_clipmap_pick_in(&bounce_first_levels, &bounce_first_sampling, bounce_first_indirection, &bounce_first_states, bounce_first_depth, position, normal, -direction, noise),
|
|
413
|
+
);
|
|
414
|
+
|
|
415
|
+
if (probes.found) {
|
|
416
|
+
// served: nothing of the fallback is wanted here
|
|
417
|
+
screen_probe_rays[i].albedo = 0u;
|
|
418
|
+
} else {
|
|
419
|
+
probes = probe_clipmap_sh_in(
|
|
420
|
+
&bounce_fallback_records,
|
|
421
|
+
probe_clipmap_pick_in(&bounce_fallback_levels, &bounce_fallback_sampling, bounce_fallback_indirection, &bounce_fallback_states, bounce_fallback_depth, position, normal, -direction, noise),
|
|
422
|
+
);
|
|
423
|
+
}
|
|
424
|
+
|
|
425
|
+
if (probes.found) {
|
|
426
|
+
light += albedo * sh3_color_get_irradiance_at(normal, probes.sh) * RECIPROCAL_PI;
|
|
427
|
+
}
|
|
428
|
+
}
|
|
429
|
+
|
|
430
|
+
let probe = entry.ray >> SCREEN_PROBE_RAY_SLOT_BITS;
|
|
431
|
+
let texel = screen_probe_texel(probe, entry.ray & SCREEN_PROBE_RAY_SLOT_MASK);
|
|
432
|
+
|
|
433
|
+
textureStore(screen_probe_trace_radiance, texel, vec4<f32>(light * screen_probe_exposure.value, 0.0));
|
|
434
|
+
textureStore(screen_probe_trace_hit, texel, vec4<u32>(screen_probe_trace_hit_pack(kind, entry.t, false), 0u, 0u, 0u));
|
|
435
|
+
}
|
|
436
|
+
`, [
|
|
437
|
+
chunk_screen_probe,
|
|
438
|
+
chunk_screen_probe_counts,
|
|
439
|
+
chunk_uv_octahedral_unit_decode,
|
|
440
|
+
chunk_folded_workgroup_index,
|
|
441
|
+
chunk_uv_equal_area_sphere,
|
|
442
|
+
chunk_probe_clipmap_pick_in,
|
|
443
|
+
chunk_sh3_color_get_irradiance_at,
|
|
444
|
+
chunk_hash_to_float01,
|
|
445
|
+
chunk_pcg4d,
|
|
446
|
+
chunk_rgbe9995_decode,
|
|
447
|
+
RECIPROCAL_PI_DECLARATION,
|
|
448
|
+
]),
|
|
449
|
+
});
|
|
450
|
+
|
|
451
|
+
const want_resources = new ShaderResourceSetDescriptor();
|
|
452
|
+
|
|
453
|
+
// the world cache's late wants, as `GPUProbeClipmap#write_want_bindings` hands them
|
|
454
|
+
want_resources.setImmediate("settings", PROBE_WANT_SETTINGS);
|
|
455
|
+
want_resources.addGroup(rays_group()
|
|
456
|
+
.add(PROBE_WANTED_WRITE_RESOURCE)
|
|
457
|
+
.add(PROBE_WANTED_BITS_RESOURCE)
|
|
458
|
+
.add(PROBE_LEVELS_RESOURCE));
|
|
459
|
+
|
|
460
|
+
/**
|
|
461
|
+
* The hits' wants (as the probe clipmap's hit wants): a thread a ray of the list, after the bounce. A front-face hit
|
|
462
|
+
* whose albedo the bounce left, which the frustum's world-space probes did not serve, wants the cages its pick reads in
|
|
463
|
+
* the world cache's late set, which the cache's next lifetime takes. Every lane calls `probe_clipmap_want`, wanting or
|
|
464
|
+
* not, from uniform control flow.
|
|
465
|
+
*
|
|
466
|
+
* @type {ComputeShader}
|
|
467
|
+
*/
|
|
468
|
+
export const shader_screen_probe_brick_want = ComputeShader.from({
|
|
469
|
+
label: "Screen Probe Brick Want",
|
|
470
|
+
resources: want_resources,
|
|
471
|
+
body: CodeChunk.from(
|
|
472
|
+
//language=WGSL
|
|
473
|
+
`
|
|
474
|
+
@compute @workgroup_size(${SCREEN_PROBE_THREAD_WORKGROUP_SIZE})
|
|
475
|
+
fn main(
|
|
476
|
+
@builtin(workgroup_id) workgroup_id: vec3<u32>,
|
|
477
|
+
@builtin(local_invocation_index) lane: u32,
|
|
478
|
+
) {
|
|
479
|
+
let i = folded_workgroup_index(workgroup_id) * ${SCREEN_PROBE_THREAD_WORKGROUP_SIZE}u + lane;
|
|
480
|
+
|
|
481
|
+
var wants = false;
|
|
482
|
+
var position = vec3<f32>(0.0);
|
|
483
|
+
var bias_direction = vec3<f32>(0.0, 0.0, 1.0);
|
|
484
|
+
|
|
485
|
+
if (i < screen_probe_brick_ray_count()) {
|
|
486
|
+
let entry = screen_probe_rays[i];
|
|
487
|
+
|
|
488
|
+
wants = (entry.flags & SCREEN_PROBE_TRACE_KIND_MASK) == SCREEN_PROBE_TRACE_HIT && entry.albedo != 0u;
|
|
489
|
+
|
|
490
|
+
if (wants) {
|
|
491
|
+
let direction = uv_equal_area_sphere_decode(unpack2x16unorm(entry.direction));
|
|
492
|
+
let normal = uv_octahedral_unit_decode(unpack2x16unorm(entry.normal));
|
|
493
|
+
position = screen_probe_picks[entry.ray >> SCREEN_PROBE_RAY_SLOT_BITS].origin.xyz + entry.t * direction;
|
|
494
|
+
// the view back along the ray, as the bounce's pick takes it
|
|
495
|
+
bias_direction = mix(normal, -direction, ${PROBE_RECEIVER_BIAS_VIEW});
|
|
496
|
+
}
|
|
497
|
+
}
|
|
498
|
+
|
|
499
|
+
probe_clipmap_want(wants, position, bias_direction, settings.cascade_count, settings.resolution, settings.anchor, settings.select_half, settings.wanted_capacity);
|
|
500
|
+
}
|
|
501
|
+
`, [
|
|
502
|
+
chunk_screen_probe,
|
|
503
|
+
chunk_screen_probe_counts,
|
|
504
|
+
chunk_folded_workgroup_index,
|
|
505
|
+
chunk_uv_equal_area_sphere,
|
|
506
|
+
chunk_uv_octahedral_unit_decode,
|
|
507
|
+
chunk_probe_clipmap_want,
|
|
508
|
+
]),
|
|
509
|
+
});
|
|
@@ -0,0 +1,20 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Settings of the debug view.
|
|
3
|
+
* @type {WebGPUStruct}
|
|
4
|
+
*/
|
|
5
|
+
export const SCREEN_PROBE_DEBUG_SETTINGS: WebGPUStruct;
|
|
6
|
+
/**
|
|
7
|
+
* The screen probes' debug views (`ScreenProbeDebugView`), a thread a pixel, in place of the frame's colour:
|
|
8
|
+
*
|
|
9
|
+
* - **IndirectDiffuse**: the frame's diffuse over π, what a white Lambertian surface sends back of it.
|
|
10
|
+
* - **ProbePlacement**: the same, with each probe's pixel and the eight around it marked, uniform green and adaptive
|
|
11
|
+
* red, and the pixels the probes did not cover this frame blue.
|
|
12
|
+
* - **TraceKinds**: over each tile, the shares of its uniform probe's rays the screen resolved (red), the bricks hit
|
|
13
|
+
* (green), and the world-space probes answered past their reach (blue); the environment's share is left dark.
|
|
14
|
+
*
|
|
15
|
+
* @type {ComputeShader}
|
|
16
|
+
*/
|
|
17
|
+
export const shader_screen_probe_debug: ComputeShader;
|
|
18
|
+
import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
|
|
19
|
+
import { ComputeShader } from "../../shader/ComputeShader.js";
|
|
20
|
+
//# sourceMappingURL=shader_screen_probe_debug.d.ts.map
|
package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_debug.d.ts.map
ADDED
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"shader_screen_probe_debug.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_debug.js"],"names":[],"mappings":"AAoBA;;;GAGG;AACH,0CAFU,YAAY,CAKS;AAiB/B;;;;;;;;;;GAUG;AACH,wCAFU,aAAa,CA0EpB;6BAzH0B,mCAAmC;8BAJlC,+BAA+B"}
|
|
@@ -0,0 +1,128 @@
|
|
|
1
|
+
import { chunk_is_background } from "../../shader/chunk/depth/chunk_is_background.js";
|
|
2
|
+
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
3
|
+
import { ComputeShader } from "../../shader/ComputeShader.js";
|
|
4
|
+
import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
|
|
5
|
+
import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
|
|
6
|
+
import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
|
|
7
|
+
import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
|
|
8
|
+
import {
|
|
9
|
+
chunk_screen_probe,
|
|
10
|
+
SCREEN_PROBE_FRAME_RESOURCE,
|
|
11
|
+
SCREEN_PROBE_TILE_COUNTS_READ_RESOURCE,
|
|
12
|
+
SCREEN_PROBE_TILE_PROBES_READ_RESOURCE,
|
|
13
|
+
SCREEN_PROBE_TRACE_HIT_READ_RESOURCE,
|
|
14
|
+
SCREEN_PROBES_READ_RESOURCE
|
|
15
|
+
} from "./chunk_screen_probe.js";
|
|
16
|
+
import { SCREEN_PROBE_DEPTH_RESOURCE } from "./chunk_screen_probe_surface.js";
|
|
17
|
+
import { SCREEN_PROBE_INTEGRATED_READ_RESOURCE } from "./shader_screen_probe_resolve.js";
|
|
18
|
+
import { ScreenProbeDebugView } from "./ScreenProbeDebugView.js";
|
|
19
|
+
import { SCREEN_PROBE_TILE_WORKGROUP_SIZE } from "./SCREEN_PROBE.js";
|
|
20
|
+
|
|
21
|
+
/**
|
|
22
|
+
* Settings of the debug view.
|
|
23
|
+
* @type {WebGPUStruct}
|
|
24
|
+
*/
|
|
25
|
+
export const SCREEN_PROBE_DEBUG_SETTINGS = WebGPUStruct.from({
|
|
26
|
+
/** the view, `ScreenProbeDebugView` */
|
|
27
|
+
view: u32,
|
|
28
|
+
}, "ScreenProbeDebugSettings");
|
|
29
|
+
|
|
30
|
+
const resources = new ShaderResourceSetDescriptor();
|
|
31
|
+
|
|
32
|
+
resources.setImmediate("settings", SCREEN_PROBE_DEBUG_SETTINGS);
|
|
33
|
+
|
|
34
|
+
resources.createGroup()
|
|
35
|
+
.add(SCREEN_PROBE_FRAME_RESOURCE)
|
|
36
|
+
.add(SCREEN_PROBES_READ_RESOURCE)
|
|
37
|
+
.add(SCREEN_PROBE_TILE_COUNTS_READ_RESOURCE)
|
|
38
|
+
.add(SCREEN_PROBE_TILE_PROBES_READ_RESOURCE)
|
|
39
|
+
.add(SCREEN_PROBE_DEPTH_RESOURCE)
|
|
40
|
+
.add(SCREEN_PROBE_INTEGRATED_READ_RESOURCE)
|
|
41
|
+
.add(SCREEN_PROBE_TRACE_HIT_READ_RESOURCE)
|
|
42
|
+
.add(ShaderResourceDescriptor.texture("screen_probe_debug_diffuse", "unfilterable-float"))
|
|
43
|
+
.add(ShaderResourceDescriptor.storageTexture("screen_probe_debug_out", "rgba16float", "2d", "write-only"));
|
|
44
|
+
|
|
45
|
+
/**
|
|
46
|
+
* The screen probes' debug views (`ScreenProbeDebugView`), a thread a pixel, in place of the frame's colour:
|
|
47
|
+
*
|
|
48
|
+
* - **IndirectDiffuse**: the frame's diffuse over π, what a white Lambertian surface sends back of it.
|
|
49
|
+
* - **ProbePlacement**: the same, with each probe's pixel and the eight around it marked, uniform green and adaptive
|
|
50
|
+
* red, and the pixels the probes did not cover this frame blue.
|
|
51
|
+
* - **TraceKinds**: over each tile, the shares of its uniform probe's rays the screen resolved (red), the bricks hit
|
|
52
|
+
* (green), and the world-space probes answered past their reach (blue); the environment's share is left dark.
|
|
53
|
+
*
|
|
54
|
+
* @type {ComputeShader}
|
|
55
|
+
*/
|
|
56
|
+
export const shader_screen_probe_debug = ComputeShader.from({
|
|
57
|
+
label: "Screen Probe Debug",
|
|
58
|
+
resources,
|
|
59
|
+
body: CodeChunk.from(
|
|
60
|
+
//language=WGSL
|
|
61
|
+
`
|
|
62
|
+
fn screen_probe_debug_marks(pixel: vec2<u32>, probe: u32) -> bool {
|
|
63
|
+
let at = vec2<i32>(screen_probe_pixel_decode(screen_probes[probe].pixel));
|
|
64
|
+
let gap = abs(at - vec2<i32>(pixel));
|
|
65
|
+
|
|
66
|
+
return screen_probes[probe].depth > 0.0 && all(gap <= vec2<i32>(1));
|
|
67
|
+
}
|
|
68
|
+
|
|
69
|
+
@compute @workgroup_size(${SCREEN_PROBE_TILE_WORKGROUP_SIZE}, ${SCREEN_PROBE_TILE_WORKGROUP_SIZE}, 1)
|
|
70
|
+
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
|
|
71
|
+
let frame = screen_probe_frame;
|
|
72
|
+
|
|
73
|
+
if (any(id.xy >= frame.view_size)) {
|
|
74
|
+
return;
|
|
75
|
+
}
|
|
76
|
+
|
|
77
|
+
let pixel = id.xy;
|
|
78
|
+
|
|
79
|
+
if (is_background(textureLoad(tDepth, pixel, 0).r)) {
|
|
80
|
+
textureStore(screen_probe_debug_out, pixel, vec4<f32>(0.0, 0.0, 0.0, 1.0));
|
|
81
|
+
return;
|
|
82
|
+
}
|
|
83
|
+
|
|
84
|
+
let diffuse = textureLoad(screen_probe_debug_diffuse, pixel, 0).rgb * 0.3183098861837907;
|
|
85
|
+
let tile = min((max(vec2<i32>(pixel) - vec2<i32>(frame.jitter), vec2<i32>(0)) >> vec2<u32>(frame.downsample_shift)), vec2<i32>(frame.tile_count) - 1);
|
|
86
|
+
let tile_index = u32(tile.y) * frame.tile_count.x + u32(tile.x);
|
|
87
|
+
|
|
88
|
+
var color = diffuse;
|
|
89
|
+
|
|
90
|
+
if (settings.view == ${ScreenProbeDebugView.ProbePlacement}u) {
|
|
91
|
+
if (textureLoad(screen_probe_integrated, pixel, 0).a < 0.0) {
|
|
92
|
+
color = vec3<f32>(0.0, 0.0, 1.0);
|
|
93
|
+
}
|
|
94
|
+
|
|
95
|
+
if (screen_probe_debug_marks(pixel, tile_index)) {
|
|
96
|
+
color = vec3<f32>(0.0, 1.0, 0.0);
|
|
97
|
+
}
|
|
98
|
+
|
|
99
|
+
let count = min(screen_probe_tile_counts[tile_index], frame.adaptive_tile_capacity);
|
|
100
|
+
|
|
101
|
+
for (var i = 0u; i < count; i++) {
|
|
102
|
+
if (screen_probe_debug_marks(pixel, frame.uniform_count + screen_probe_tile_probes[tile_index * frame.adaptive_tile_capacity + i])) {
|
|
103
|
+
color = vec3<f32>(1.0, 0.0, 0.0);
|
|
104
|
+
}
|
|
105
|
+
}
|
|
106
|
+
} else if (settings.view == ${ScreenProbeDebugView.TraceKinds}u) {
|
|
107
|
+
let n = frame.octahedron_resolution;
|
|
108
|
+
|
|
109
|
+
var kinds = vec3<f32>(0.0);
|
|
110
|
+
|
|
111
|
+
for (var slot = 0u; slot < n * n; slot++) {
|
|
112
|
+
let kind = screen_probe_trace_hit_kind(textureLoad(screen_probe_trace_hit, screen_probe_texel(tile_index, slot), 0).r);
|
|
113
|
+
|
|
114
|
+
kinds += select(vec3<f32>(0.0), vec3<f32>(1.0, 0.0, 0.0), kind == SCREEN_PROBE_TRACE_SCREEN);
|
|
115
|
+
kinds += select(vec3<f32>(0.0), vec3<f32>(0.0, 1.0, 0.0), kind == SCREEN_PROBE_TRACE_HIT || kind == SCREEN_PROBE_TRACE_BACK);
|
|
116
|
+
kinds += select(vec3<f32>(0.0), vec3<f32>(0.0, 0.0, 1.0), kind == SCREEN_PROBE_TRACE_FAR);
|
|
117
|
+
}
|
|
118
|
+
|
|
119
|
+
color = kinds / f32(n * n);
|
|
120
|
+
}
|
|
121
|
+
|
|
122
|
+
textureStore(screen_probe_debug_out, pixel, vec4<f32>(color, 1.0));
|
|
123
|
+
}
|
|
124
|
+
`, [
|
|
125
|
+
chunk_screen_probe,
|
|
126
|
+
chunk_is_background,
|
|
127
|
+
]),
|
|
128
|
+
});
|