@woosh/meep-engine 3.67.0 → 3.69.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (498) hide show
  1. package/CHANGELOG.md +45 -0
  2. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts +2 -17
  3. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts.map +1 -1
  4. package/editor/ecs/component/editors/ecs/Trail3DEditor.js +3 -18
  5. package/package.json +1 -1
  6. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts +33 -65
  7. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts.map +1 -1
  8. package/src/engine/graphics/ecs/trail3d/Trail3D.js +37 -245
  9. package/src/engine/graphics/ecs/trail3d/Trail3DFlags.d.ts +0 -4
  10. package/src/engine/graphics/ecs/trail3d/Trail3DFlags.js +4 -10
  11. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.d.ts +13 -10
  12. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.d.ts.map +1 -1
  13. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.js +28 -37
  14. package/src/engine/graphics/ecs/trail3d/trail_knot_count.d.ts +10 -0
  15. package/src/engine/graphics/ecs/trail3d/trail_knot_count.d.ts.map +1 -0
  16. package/src/engine/graphics/ecs/trail3d/trail_knot_count.js +27 -0
  17. package/src/engine/graphics/trail/TrailKnots.d.ts +62 -0
  18. package/src/engine/graphics/trail/TrailKnots.d.ts.map +1 -0
  19. package/src/engine/graphics/trail/TrailKnots.js +137 -0
  20. package/src/engine/graphics/trail/tube/TubeXMaterialSpec.d.ts +1 -1
  21. package/src/engine/graphics/trail/tube/TubeXMaterialSpec.js +1 -1
  22. package/src/engine/graphics3/EntityRowHold.d.ts +48 -0
  23. package/src/engine/graphics3/EntityRowHold.d.ts.map +1 -0
  24. package/src/engine/graphics3/EntityRowHold.js +128 -0
  25. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +6 -2
  26. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  27. package/src/engine/graphics3/GPUParticleEmitterSystem.js +11 -44
  28. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  29. package/src/engine/graphics3/GraphicsEngine.js +4 -9
  30. package/src/engine/graphics3/Trail3DSystem.d.ts +69 -35
  31. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
  32. package/src/engine/graphics3/Trail3DSystem.js +380 -81
  33. package/src/engine/graphics3/load_cube_environment.js +3 -3
  34. package/src/engine/physics/fluid/ecs/FluidObstacle.d.ts +17 -0
  35. package/src/engine/physics/fluid/ecs/FluidObstacle.d.ts.map +1 -1
  36. package/src/engine/physics/fluid/ecs/FluidObstacle.js +22 -2
  37. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -5
  38. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  39. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.js +14 -3
  40. package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts +9 -1
  41. package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts.map +1 -1
  42. package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.js +11 -1
  43. package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts +5 -0
  44. package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts.map +1 -1
  45. package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.js +2 -0
  46. package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.d.ts +4 -3
  47. package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.d.ts.map +1 -1
  48. package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.js +11 -3
  49. package/src/shade/playground/probe_clipmap/index.html +43 -0
  50. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
  51. package/src/shade/playground/probe_clipmap/main.js +29 -0
  52. package/src/shade/playground/trails/index.html +50 -0
  53. package/src/shade/playground/trails/main.d.ts +2 -0
  54. package/src/shade/playground/trails/main.d.ts.map +1 -0
  55. package/src/shade/playground/trails/main.js +258 -0
  56. package/src/shade/renderer/Renderer.d.ts +7 -0
  57. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  58. package/src/shade/renderer/Renderer.js +213 -15
  59. package/src/shade/renderer/ShadeIndirectLightingMode.d.ts +1 -0
  60. package/src/shade/renderer/ShadeIndirectLightingMode.js +9 -0
  61. package/src/shade/renderer/animation/animation_curve_write_keys.d.ts +18 -0
  62. package/src/shade/renderer/animation/animation_curve_write_keys.d.ts.map +1 -0
  63. package/src/shade/renderer/animation/animation_curve_write_keys.js +34 -0
  64. package/src/shade/renderer/atmosphere/ATMOSPHERE_PARAMETERS_STRUCT.d.ts +22 -0
  65. package/src/shade/renderer/atmosphere/ATMOSPHERE_PARAMETERS_STRUCT.d.ts.map +1 -0
  66. package/src/shade/renderer/atmosphere/ATMOSPHERE_PARAMETERS_STRUCT.js +160 -0
  67. package/src/shade/renderer/atmosphere/ATMOSPHERE_UNIT_SCALE.d.ts +45 -0
  68. package/src/shade/renderer/atmosphere/ATMOSPHERE_UNIT_SCALE.d.ts.map +1 -0
  69. package/src/shade/renderer/atmosphere/ATMOSPHERE_UNIT_SCALE.js +57 -0
  70. package/src/shade/renderer/atmosphere/GPUSky.d.ts +23 -8
  71. package/src/shade/renderer/atmosphere/GPUSky.d.ts.map +1 -1
  72. package/src/shade/renderer/atmosphere/GPUSky.js +91 -34
  73. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts +17 -0
  74. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts.map +1 -1
  75. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.js +55 -25
  76. package/src/shade/renderer/atmosphere/SceneAtmosphere.d.ts +164 -0
  77. package/src/shade/renderer/atmosphere/SceneAtmosphere.d.ts.map +1 -0
  78. package/src/shade/renderer/atmosphere/SceneAtmosphere.js +308 -0
  79. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts +3 -12
  80. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts.map +1 -1
  81. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.js +52 -89
  82. package/src/shade/renderer/atmosphere/chunk_raymarch_sky_scattering.d.ts +14 -0
  83. package/src/shade/renderer/atmosphere/chunk_raymarch_sky_scattering.d.ts.map +1 -0
  84. package/src/shade/renderer/atmosphere/chunk_raymarch_sky_scattering.js +103 -0
  85. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts +10 -4
  86. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts.map +1 -1
  87. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.js +95 -57
  88. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts +10 -14
  89. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts.map +1 -1
  90. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.js +97 -69
  91. package/src/shade/renderer/atmosphere/chunk_sky_irradiance_lut_encode_uv.d.ts +17 -0
  92. package/src/shade/renderer/atmosphere/chunk_sky_irradiance_lut_encode_uv.d.ts.map +1 -1
  93. package/src/shade/renderer/atmosphere/chunk_sky_irradiance_lut_encode_uv.js +117 -48
  94. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts +8 -0
  95. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts.map +1 -1
  96. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.js +65 -35
  97. package/src/shade/renderer/atmosphere/compute_mie_absorption.d.ts +2 -1
  98. package/src/shade/renderer/atmosphere/compute_mie_absorption.d.ts.map +1 -1
  99. package/src/shade/renderer/atmosphere/compute_mie_absorption.js +6 -6
  100. package/src/shade/renderer/atmosphere/resolve_atmosphere_sun.d.ts +41 -0
  101. package/src/shade/renderer/atmosphere/resolve_atmosphere_sun.d.ts.map +1 -0
  102. package/src/shade/renderer/atmosphere/resolve_atmosphere_sun.js +123 -0
  103. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
  104. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +21 -64
  105. package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.d.ts +6 -2
  106. package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.d.ts.map +1 -1
  107. package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.js +55 -179
  108. package/src/shade/renderer/atmosphere/shader_sky_view_lut.d.ts +7 -0
  109. package/src/shade/renderer/atmosphere/shader_sky_view_lut.d.ts.map +1 -0
  110. package/src/shade/renderer/atmosphere/shader_sky_view_lut.js +111 -0
  111. package/src/shade/renderer/atmosphere/shader_transmittance_lut.d.ts +0 -1
  112. package/src/shade/renderer/atmosphere/shader_transmittance_lut.d.ts.map +1 -1
  113. package/src/shade/renderer/atmosphere/shader_transmittance_lut.js +68 -79
  114. package/src/shade/renderer/deferred/shader_background.js +1 -1
  115. package/src/shade/renderer/deferred/shader_background_sky.d.ts +5 -0
  116. package/src/shade/renderer/deferred/shader_background_sky.d.ts.map +1 -0
  117. package/src/shade/renderer/deferred/shader_background_sky.js +130 -0
  118. package/src/shade/renderer/deferred/tonemap/ColorGrade.d.ts.map +1 -1
  119. package/src/shade/renderer/deferred/tonemap/ColorGrade.js +13 -36
  120. package/src/shade/renderer/deferred/tonemap/chunk_tonemap_purkinje.d.ts +2 -1
  121. package/src/shade/renderer/deferred/tonemap/chunk_tonemap_purkinje.d.ts.map +1 -1
  122. package/src/shade/renderer/deferred/tonemap/chunk_tonemap_purkinje.js +6 -2
  123. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.js +2 -2
  124. package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.d.ts +2 -13
  125. package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.d.ts.map +1 -1
  126. package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.js +6 -21
  127. package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.d.ts +17 -6
  128. package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.d.ts.map +1 -1
  129. package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.js +38 -178
  130. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.d.ts +7 -9
  131. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.d.ts.map +1 -1
  132. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.js +17 -106
  133. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.d.ts +7 -17
  134. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.d.ts.map +1 -1
  135. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.js +18 -118
  136. package/src/shade/renderer/extension/ViewTextures.d.ts +3 -2
  137. package/src/shade/renderer/extension/ViewTextures.d.ts.map +1 -1
  138. package/src/shade/renderer/extension/ViewTextures.js +3 -2
  139. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  140. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  141. package/src/shade/renderer/fluid/forcing/FLUID_FORCING.d.ts +14 -0
  142. package/src/shade/renderer/fluid/forcing/FLUID_FORCING.d.ts.map +1 -1
  143. package/src/shade/renderer/fluid/forcing/FLUID_FORCING.js +18 -0
  144. package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.d.ts +3 -1
  145. package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.d.ts.map +1 -1
  146. package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.js +4 -1
  147. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +15 -6
  148. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts.map +1 -1
  149. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.js +20 -4
  150. package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.d.ts +11 -2
  151. package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.d.ts.map +1 -1
  152. package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.js +59 -2
  153. package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.d.ts +4 -1
  154. package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.d.ts.map +1 -1
  155. package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.js +367 -341
  156. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts +6 -2
  157. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts.map +1 -1
  158. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.js +339 -282
  159. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  160. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  161. package/src/shade/renderer/global_illumination/probe/octahedral/shader_lpv_build_gbuffer.js +1 -1
  162. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts +20 -1
  163. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
  164. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +29 -0
  165. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_light.d.ts +47 -0
  166. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_light.d.ts.map +1 -0
  167. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_light.js +246 -0
  168. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_light.d.ts +4 -15
  169. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_light.d.ts.map +1 -1
  170. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_light.js +8 -148
  171. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.d.ts +4 -9
  172. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.d.ts.map +1 -1
  173. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.js +9 -58
  174. package/src/shade/renderer/global_illumination/screen_probe/GPUScreenProbeGI.d.ts +142 -0
  175. package/src/shade/renderer/global_illumination/screen_probe/GPUScreenProbeGI.d.ts.map +1 -0
  176. package/src/shade/renderer/global_illumination/screen_probe/GPUScreenProbeGI.js +938 -0
  177. package/src/shade/renderer/global_illumination/screen_probe/SCREEN_PROBE.d.ts +192 -0
  178. package/src/shade/renderer/global_illumination/screen_probe/SCREEN_PROBE.d.ts.map +1 -0
  179. package/src/shade/renderer/global_illumination/screen_probe/SCREEN_PROBE.js +231 -0
  180. package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeDebugView.d.ts +11 -0
  181. package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeDebugView.d.ts.map +1 -0
  182. package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeDebugView.js +25 -0
  183. package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeSettings.d.ts +110 -0
  184. package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeSettings.d.ts.map +1 -0
  185. package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeSettings.js +197 -0
  186. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe.d.ts +150 -0
  187. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe.d.ts.map +1 -0
  188. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe.js +408 -0
  189. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brdf_density.d.ts +23 -0
  190. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brdf_density.d.ts.map +1 -0
  191. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brdf_density.js +63 -0
  192. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brick_origin.d.ts +24 -0
  193. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brick_origin.d.ts.map +1 -0
  194. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brick_origin.js +61 -0
  195. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_interpolate.d.ts +39 -0
  196. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_interpolate.d.ts.map +1 -0
  197. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_interpolate.js +126 -0
  198. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_lighting_history.d.ts +21 -0
  199. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_lighting_history.d.ts.map +1 -0
  200. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_lighting_history.js +74 -0
  201. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_march_distance.d.ts +20 -0
  202. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_march_distance.d.ts.map +1 -0
  203. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_march_distance.js +26 -0
  204. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_ray_sort.d.ts +24 -0
  205. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_ray_sort.d.ts.map +1 -0
  206. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_ray_sort.js +57 -0
  207. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_screen_march.d.ts +22 -0
  208. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_screen_march.d.ts.map +1 -0
  209. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_screen_march.js +53 -0
  210. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_surface.d.ts +62 -0
  211. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_surface.d.ts.map +1 -0
  212. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_surface.js +156 -0
  213. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_workgroup_sum.d.ts +18 -0
  214. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_workgroup_sum.d.ts.map +1 -0
  215. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_workgroup_sum.js +50 -0
  216. package/src/shade/renderer/global_illumination/screen_probe/graph_screen_probe_debug_view.d.ts +21 -0
  217. package/src/shade/renderer/global_illumination/screen_probe/graph_screen_probe_debug_view.d.ts.map +1 -0
  218. package/src/shade/renderer/global_illumination/screen_probe/graph_screen_probe_debug_view.js +54 -0
  219. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_brick.d.ts +67 -0
  220. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_brick.d.ts.map +1 -0
  221. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_brick.js +509 -0
  222. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_debug.d.ts +20 -0
  223. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_debug.d.ts.map +1 -0
  224. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_debug.js +128 -0
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  446. package/src/engine/graphics/sh3/sky/hosek/sky_hosek_compute_irradiance_by_direction.d.ts +0 -22
  447. package/src/engine/graphics/sh3/sky/hosek/sky_hosek_compute_irradiance_by_direction.d.ts.map +0 -1
  448. package/src/engine/graphics/sh3/sky/hosek/sky_hosek_compute_irradiance_by_direction.js +0 -388
  449. package/src/engine/graphics/trail/tube/TubeX.d.ts +0 -186
  450. package/src/engine/graphics/trail/tube/TubeX.d.ts.map +0 -1
  451. package/src/engine/graphics/trail/tube/TubeX.js +0 -575
  452. package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.d.ts +0 -16
  453. package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.d.ts.map +0 -1
  454. package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.js +0 -34
  455. package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts +0 -27
  456. package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts.map +0 -1
  457. package/src/engine/graphics/trail/tube/tube_attributes_spec.js +0 -70
  458. package/src/engine/graphics3/make_default_environment.d.ts +0 -15
  459. package/src/engine/graphics3/make_default_environment.d.ts.map +0 -1
  460. package/src/engine/graphics3/make_default_environment.js +0 -111
  461. package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts +0 -38
  462. package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts.map +0 -1
  463. package/src/engine/graphics3/trail/trail_tube_write_geometry.js +0 -119
  464. package/src/shade/renderer/atmosphere/MIE_G.d.ts +0 -6
  465. package/src/shade/renderer/atmosphere/MIE_G.d.ts.map +0 -1
  466. package/src/shade/renderer/atmosphere/MIE_G.js +0 -5
  467. package/src/shade/renderer/atmosphere/chunk_sample_environment_color.d.ts.map +0 -1
  468. package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_EARTH.d.ts +0 -4
  469. package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_EARTH.d.ts.map +0 -1
  470. package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_EARTH.js +0 -44
  471. package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_PARAMETERS_STRUCT.d.ts +0 -2
  472. package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_PARAMETERS_STRUCT.d.ts.map +0 -1
  473. package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_PARAMETERS_STRUCT.js +0 -43
  474. package/src/shade/renderer/shader/chunk/atmosphere/ATMOSPHERE_DENSITY_DECLARATION.d.ts +0 -3
  475. package/src/shade/renderer/shader/chunk/atmosphere/ATMOSPHERE_DENSITY_DECLARATION.d.ts.map +0 -1
  476. package/src/shade/renderer/shader/chunk/atmosphere/ATMOSPHERE_DENSITY_DECLARATION.js +0 -6
  477. package/src/shade/renderer/shader/chunk/atmosphere/chunk_absorb.d.ts +0 -3
  478. package/src/shade/renderer/shader/chunk/atmosphere/chunk_absorb.d.ts.map +0 -1
  479. package/src/shade/renderer/shader/chunk/atmosphere/chunk_absorb.js +0 -18
  480. package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_optical_depth.d.ts +0 -14
  481. package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_optical_depth.d.ts.map +0 -1
  482. package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_optical_depth.js +0 -86
  483. package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_scattering.d.ts +0 -8
  484. package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_scattering.d.ts.map +0 -1
  485. package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_scattering.js +0 -125
  486. package/src/shade/renderer/shader/chunk/atmosphere/chunk_planet_intersection.d.ts +0 -3
  487. package/src/shade/renderer/shader/chunk/atmosphere/chunk_planet_intersection.d.ts.map +0 -1
  488. package/src/shade/renderer/shader/chunk/atmosphere/chunk_planet_intersection.js +0 -17
  489. package/src/shade/renderer/shader/chunk/atmosphere/chunk_sphere_intersection_nearest.d.ts +0 -3
  490. package/src/shade/renderer/shader/chunk/atmosphere/chunk_sphere_intersection_nearest.d.ts.map +0 -1
  491. package/src/shade/renderer/shader/chunk/atmosphere/chunk_sphere_intersection_nearest.js +0 -38
  492. package/src/shade/renderer/shader/chunk/atmosphere/hillaire/DENSITY_PROFILE_LAYER_STRUCT.d.ts +0 -16
  493. package/src/shade/renderer/shader/chunk/atmosphere/hillaire/DENSITY_PROFILE_LAYER_STRUCT.d.ts.map +0 -1
  494. package/src/shade/renderer/shader/chunk/atmosphere/hillaire/DENSITY_PROFILE_LAYER_STRUCT.js +0 -28
  495. package/src/shade/renderer/shader/chunk/light/sky/chunk_sample_sky_color.d.ts.map +0 -1
  496. package/src/shade/renderer/view/GPUViewSkyContext.d.ts +0 -26
  497. package/src/shade/renderer/view/GPUViewSkyContext.d.ts.map +0 -1
  498. package/src/shade/renderer/view/GPUViewSkyContext.js +0 -170
@@ -1,12 +1,15 @@
1
1
  /**
2
- * How much of the eye's response is the rods', at an adaptation: 1 at and below {@link PURKINJE_MESOPIC_MIN_NITS}, 0 at
3
- * and above {@link PURKINJE_MESOPIC_MAX_NITS}, linear in log luminance in between. The share `apply_purkinje_shift`
4
- * blends by, for code that needs it on the CPU.
2
+ * How much of the eye's response is the rods', at an adaptation, across a response range: 1 at and below `rods_below`,
3
+ * 0 at and above `cones_above`, linear in log luminance in between. CIE 191's range is
4
+ * {@link PURKINJE_MESOPIC_MIN_NITS} to {@link PURKINJE_MESOPIC_MAX_NITS}. The share `apply_purkinje_shift` blends by,
5
+ * for code that needs it on the CPU.
5
6
  *
6
7
  * @param {number} adaptation_luminance cd/m²
8
+ * @param {number} rods_below cd/m², over 0
9
+ * @param {number} cones_above cd/m², over `rods_below`
7
10
  * @returns {number} 0 to 1
8
11
  */
9
- export function purkinje_rod_share(adaptation_luminance: number): number;
12
+ export function purkinje_rod_share(adaptation_luminance: number, rods_below: number, cones_above: number): number;
10
13
  /**
11
14
  * Rec.709 photopic luminance weights: what the cones see of a linear Rec.709 colour.
12
15
  * @type {ReadonlyArray<number>}
@@ -26,6 +29,7 @@ export const PURKINJE_REC709_SCOTOPIC: ReadonlyArray<number>;
26
29
  export const PURKINJE_NIGHT_TINT: ReadonlyArray<number>;
27
30
  /**
28
31
  * CIE 191's mesopic range, cd/m²: rods alone below the lower bound (scotopic), cones alone above the upper (photopic).
32
+ * The response range of the tone mapper's run-time shift.
29
33
  */
30
34
  export const PURKINJE_MESOPIC_MIN_NITS: 0.005;
31
35
  export const PURKINJE_MESOPIC_MAX_NITS: 5;
@@ -34,14 +38,18 @@ export const PURKINJE_MESOPIC_MAX_NITS: 5;
34
38
  * Human vision system shifts color perception away from red in night-time conditions.
35
39
  *
36
40
  * ```wgsl
37
- * fn apply_purkinje_shift(color_rec709: vec3<f32>, adaptation_luminance: f32) -> vec3<f32>
38
- * fn purkinje_rod_share(adaptation_luminance: f32) -> f32
41
+ * fn purkinje_rod_share(adaptation_luminance: f32, rods_below: f32, cones_above: f32) -> f32
42
+ * fn apply_purkinje_shift(color_rec709: vec3<f32>, rod_share: f32) -> vec3<f32>
39
43
  * ```
40
44
  *
41
- * `color_rec709` is scene-linear Rec.709; `adaptation_luminance` is the luminance the eye is adapted to, cd/m². Above
42
- * 5 cd/m² the colour is returned as it is; below 0.005 cd/m² it is the rod response alone, its scotopic luminance
43
- * carried by a blue tint; in between the two blend linearly in log luminance, by `purkinje_rod_share`. The shift is
44
- * linear in the colour, so it gives the same result ahead of the exposure as after it.
45
+ * `purkinje_rod_share` is how much of the eye's response is the rods' at `adaptation_luminance`, the luminance the eye
46
+ * is adapted to, across a response range, all in cd/m²: 1 at and below `rods_below`, 0 at and above `cones_above`
47
+ * (which must be over `rods_below`, itself over 0), linear in log luminance in between. CIE 191's mesopic range,
48
+ * `PURKINJE_MESOPIC_MIN_NITS` to `PURKINJE_MESOPIC_MAX_NITS` (0.005 to 5 cd/m²), is the eye's.
49
+ *
50
+ * `apply_purkinje_shift` blends `color_rec709`, scene-linear Rec.709, towards the rod response by `rod_share`: at 0 the
51
+ * colour is returned as it is; at 1 it is the rod response alone, its scotopic luminance carried by a blue tint. The
52
+ * shift is linear in the colour, so it gives the same result ahead of the exposure as after it.
45
53
  *
46
54
  * The constants are the module's exports ({@link PURKINJE_REC709_SCOTOPIC} and the rest), and
47
55
  * {@link purkinje_rod_share} is the share on the CPU.
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_apply_purkinje_shift.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/shade/renderer/shader/chunk/color/tonemap/purkinje/chunk_apply_purkinje_shift.js"],"names":[],"mappings":"AAiCA;;;;;;;GAOG;AACH,yDAHW,MAAM,GACJ,MAAM,CAQlB;AA7CD;;;GAGG;AACH,uCAFU,cAAc,MAAM,CAAC,CAEiD;AAEhF;;;;GAIG;AACH,uCAFU,cAAc,MAAM,CAAC,CAEiD;AAEhF;;;;GAIG;AACH,kCAFU,cAAc,MAAM,CAAC,CAEmC;AAElE;;GAEG;AACH,8CAA+C;AAC/C,0CAA2C;AAwC3C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BG;AACH,yCAFU,SAAS,CAwCjB;0BAvIwB,mCAAmC"}
1
+ {"version":3,"file":"chunk_apply_purkinje_shift.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/shade/renderer/shader/chunk/color/tonemap/purkinje/chunk_apply_purkinje_shift.js"],"names":[],"mappings":"AA6BA;;;;;;;;;;GAUG;AACH,yDALW,MAAM,cACN,MAAM,eACN,MAAM,GACJ,MAAM,CAQlB;AA5CD;;;GAGG;AACH,uCAFU,cAAc,MAAM,CAAC,CAEiD;AAEhF;;;;GAIG;AACH,uCAFU,cAAc,MAAM,CAAC,CAEiD;AAEhF;;;;GAIG;AACH,kCAFU,cAAc,MAAM,CAAC,CAEmC;AAElE;;;GAGG;AACH,8CAA+C;AAC/C,0CAA2C;AAsC3C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAkCG;AACH,yCAFU,SAAS,CAwCjB;0BA1IwB,mCAAmC"}
@@ -22,27 +22,26 @@ export const PURKINJE_NIGHT_TINT = Object.freeze([0.3, 0.5, 0.9]);
22
22
 
23
23
  /**
24
24
  * CIE 191's mesopic range, cd/m²: rods alone below the lower bound (scotopic), cones alone above the upper (photopic).
25
+ * The response range of the tone mapper's run-time shift.
25
26
  */
26
27
  export const PURKINJE_MESOPIC_MIN_NITS = 0.005;
27
28
  export const PURKINJE_MESOPIC_MAX_NITS = 5;
28
29
 
29
30
  /**
30
- * The least adaptation the share is read at, cd/m²: under it, the rods alone see, as they do at the bound itself.
31
- */
32
- const ADAPTATION_FLOOR_NITS = 1e-5;
33
-
34
- /**
35
- * How much of the eye's response is the rods', at an adaptation: 1 at and below {@link PURKINJE_MESOPIC_MIN_NITS}, 0 at
36
- * and above {@link PURKINJE_MESOPIC_MAX_NITS}, linear in log luminance in between. The share `apply_purkinje_shift`
37
- * blends by, for code that needs it on the CPU.
31
+ * How much of the eye's response is the rods', at an adaptation, across a response range: 1 at and below `rods_below`,
32
+ * 0 at and above `cones_above`, linear in log luminance in between. CIE 191's range is
33
+ * {@link PURKINJE_MESOPIC_MIN_NITS} to {@link PURKINJE_MESOPIC_MAX_NITS}. The share `apply_purkinje_shift` blends by,
34
+ * for code that needs it on the CPU.
38
35
  *
39
36
  * @param {number} adaptation_luminance cd/m²
37
+ * @param {number} rods_below cd/m², over 0
38
+ * @param {number} cones_above cd/m², over `rods_below`
40
39
  * @returns {number} 0 to 1
41
40
  */
42
- export function purkinje_rod_share(adaptation_luminance) {
43
- const low = Math.log(PURKINJE_MESOPIC_MIN_NITS);
44
- const high = Math.log(PURKINJE_MESOPIC_MAX_NITS);
45
- const t = (Math.log(Math.max(adaptation_luminance, ADAPTATION_FLOOR_NITS)) - low) / (high - low);
41
+ export function purkinje_rod_share(adaptation_luminance, rods_below, cones_above) {
42
+ const low = Math.log(rods_below);
43
+ const high = Math.log(cones_above);
44
+ const t = (Math.log(Math.min(Math.max(adaptation_luminance, rods_below), cones_above)) - low) / (high - low);
46
45
 
47
46
  return 1 - Math.min(1, Math.max(0, t));
48
47
  }
@@ -69,14 +68,18 @@ function wgsl_vec3(v) {
69
68
  * Human vision system shifts color perception away from red in night-time conditions.
70
69
  *
71
70
  * ```wgsl
72
- * fn apply_purkinje_shift(color_rec709: vec3<f32>, adaptation_luminance: f32) -> vec3<f32>
73
- * fn purkinje_rod_share(adaptation_luminance: f32) -> f32
71
+ * fn purkinje_rod_share(adaptation_luminance: f32, rods_below: f32, cones_above: f32) -> f32
72
+ * fn apply_purkinje_shift(color_rec709: vec3<f32>, rod_share: f32) -> vec3<f32>
74
73
  * ```
75
74
  *
76
- * `color_rec709` is scene-linear Rec.709; `adaptation_luminance` is the luminance the eye is adapted to, cd/m². Above
77
- * 5 cd/m² the colour is returned as it is; below 0.005 cd/m² it is the rod response alone, its scotopic luminance
78
- * carried by a blue tint; in between the two blend linearly in log luminance, by `purkinje_rod_share`. The shift is
79
- * linear in the colour, so it gives the same result ahead of the exposure as after it.
75
+ * `purkinje_rod_share` is how much of the eye's response is the rods' at `adaptation_luminance`, the luminance the eye
76
+ * is adapted to, across a response range, all in cd/m²: 1 at and below `rods_below`, 0 at and above `cones_above`
77
+ * (which must be over `rods_below`, itself over 0), linear in log luminance in between. CIE 191's mesopic range,
78
+ * `PURKINJE_MESOPIC_MIN_NITS` to `PURKINJE_MESOPIC_MAX_NITS` (0.005 to 5 cd/m²), is the eye's.
79
+ *
80
+ * `apply_purkinje_shift` blends `color_rec709`, scene-linear Rec.709, towards the rod response by `rod_share`: at 0 the
81
+ * colour is returned as it is; at 1 it is the rod response alone, its scotopic luminance carried by a blue tint. The
82
+ * shift is linear in the colour, so it gives the same result ahead of the exposure as after it.
80
83
  *
81
84
  * The constants are the module's exports ({@link PURKINJE_REC709_SCOTOPIC} and the rest), and
82
85
  * {@link purkinje_rod_share} is the share on the CPU.
@@ -104,21 +107,21 @@ const PURKINJE_NIGHT_TINT = ${wgsl_vec3(PURKINJE_NIGHT_TINT)};
104
107
  const PURKINJE_MESOPIC_MIN_NITS = ${wgsl_float(PURKINJE_MESOPIC_MIN_NITS)}; // Rods dominate below this
105
108
  const PURKINJE_MESOPIC_MAX_NITS = ${wgsl_float(PURKINJE_MESOPIC_MAX_NITS)}; // Cones dominate above this
106
109
 
107
- // how much of the response is the rods', linear in log luminance across the mesopic range: a perceptually linear
110
+ // how much of the response is the rods', linear in log luminance across the response range: a perceptually linear
108
111
  // transition
109
- fn purkinje_rod_share(adaptation_luminance: f32) -> f32 {
110
- let logLum = log(max(adaptation_luminance, ${wgsl_float(ADAPTATION_FLOOR_NITS)}));
112
+ fn purkinje_rod_share(adaptation_luminance: f32, rods_below: f32, cones_above: f32) -> f32 {
113
+ let logLum = log(clamp(adaptation_luminance, rods_below, cones_above));
111
114
 
112
- const logLow = log(PURKINJE_MESOPIC_MIN_NITS);
113
- const logHigh = log(PURKINJE_MESOPIC_MAX_NITS);
114
- const logDelta = logHigh - logLow;
115
+ let logLow = log(rods_below);
116
+ let logHigh = log(cones_above);
117
+ let logDelta = logHigh - logLow;
115
118
 
116
119
  return 1.0 - saturate( (logLum - logLow) / logDelta );
117
120
  }
118
121
 
119
122
  fn apply_purkinje_shift(
120
123
  color_rec709: vec3<f32>,
121
- adaptation_luminance: f32
124
+ rod_share: f32
122
125
  ) -> vec3<f32>{
123
126
  // 1. Calculate Rod Luminance (Night)
124
127
  // Note: Red objects will have a near-zero Y_night, making them turn black.
@@ -129,8 +132,8 @@ fn apply_purkinje_shift(
129
132
  // We treat the rod signal as a scalar intensity applied to our blue tint
130
133
  let color_night = Y_night * PURKINJE_NIGHT_TINT;
131
134
 
132
- // 3. Lerp from Day view to Night view, by the rods' share at the adaptation
133
- return mix(color_rec709, color_night, purkinje_rod_share(adaptation_luminance));
135
+ // 3. Lerp from Day view to Night view, by the rods' share
136
+ return mix(color_rec709, color_night, rod_share);
134
137
  }
135
138
  `
136
139
  );
@@ -0,0 +1,14 @@
1
+ /**
2
+ * The device depth a camera's projection gives a view depth, the inverse of {@link chunk_get_view_space_depth}:
3
+ *
4
+ * ```wgsl
5
+ * fn get_device_depth(view_depth: f32, camera: CameraUniforms) -> f32
6
+ * ```
7
+ *
8
+ * Reverse Z, as `device_depth_to_view_space` is ({@link compute_device_depth_to_view_space_depth_params}).
9
+ *
10
+ * @type {CodeChunk}
11
+ */
12
+ export const chunk_get_device_depth: CodeChunk;
13
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
14
+ //# sourceMappingURL=chunk_get_device_depth.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_get_device_depth.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/depth/chunk_get_device_depth.js"],"names":[],"mappings":"AAGA;;;;;;;;;;GAUG;AACH,qCAFU,SAAS,CAiBjB;0BA5BwB,6BAA6B"}
@@ -0,0 +1,30 @@
1
+ import { CAMERA_UNIFORM_STRUCT } from "../../../camera/CAMERA_UNIFORM_STRUCT.js";
2
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
3
+
4
+ /**
5
+ * The device depth a camera's projection gives a view depth, the inverse of {@link chunk_get_view_space_depth}:
6
+ *
7
+ * ```wgsl
8
+ * fn get_device_depth(view_depth: f32, camera: CameraUniforms) -> f32
9
+ * ```
10
+ *
11
+ * Reverse Z, as `device_depth_to_view_space` is ({@link compute_device_depth_to_view_space_depth_params}).
12
+ *
13
+ * @type {CodeChunk}
14
+ */
15
+ export const chunk_get_device_depth = CodeChunk.from(
16
+ //language=WGSL
17
+ `
18
+ fn get_device_depth(
19
+ view_depth: f32,
20
+ camera: ${CAMERA_UNIFORM_STRUCT.wgsl_ref}
21
+ ) -> f32 {
22
+
23
+ let device_to_view_depth = camera.device_depth_to_view_space;
24
+
25
+ return device_to_view_depth.y / view_depth - device_to_view_depth.x;
26
+ }
27
+ `, [
28
+ CAMERA_UNIFORM_STRUCT.declaration_chunk,
29
+ ]
30
+ );
@@ -0,0 +1,21 @@
1
+ /**
2
+ * Clarberg's equal-area mapping between the unit square and the unit sphere, octahedrally folded: every
3
+ * region of the square covers 4π times its area of the sphere, so a regular n×n grid of texels splits the
4
+ * sphere into texels of 4π/n² steradians each, and a point drawn uniformly inside a texel is a direction drawn
5
+ * uniformly over that texel's solid angle.
6
+ *
7
+ * ```wgsl
8
+ * fn uv_equal_area_sphere_decode(uv: vec2<f32>) -> vec3<f32> // the square [0, 1]² to a unit vector
9
+ * fn uv_equal_area_sphere_encode(direction: vec3<f32>) -> vec2<f32> // any non-zero vector to the square
10
+ * ```
11
+ *
12
+ * The square's diamond |2u−1| + |2v−1| ≤ 1 is the +z hemisphere and its centre +z; the four corners meet at −z.
13
+ * The fold is the standard octahedral one, so the square's edges join as an octahedral map's do.
14
+ *
15
+ * @see Petrik Clarberg, "Fast Equal-Area Mapping of the (Hemi)Sphere using SIMD", Journal of Graphics Tools
16
+ * 13(3), 2008
17
+ * @type {CodeChunk}
18
+ */
19
+ export const chunk_uv_equal_area_sphere: CodeChunk;
20
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
21
+ //# sourceMappingURL=chunk_uv_equal_area_sphere.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_uv_equal_area_sphere.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/octahedron/chunk_uv_equal_area_sphere.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;GAiBG;AACH,yCAFU,SAAS,CAwCZ;0BA3DmB,gCAAgC"}
@@ -0,0 +1,60 @@
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+ import { PI_DECLARATION } from "../../math/PI_DECLARATION.js";
3
+
4
+ /**
5
+ * Clarberg's equal-area mapping between the unit square and the unit sphere, octahedrally folded: every
6
+ * region of the square covers 4π times its area of the sphere, so a regular n×n grid of texels splits the
7
+ * sphere into texels of 4π/n² steradians each, and a point drawn uniformly inside a texel is a direction drawn
8
+ * uniformly over that texel's solid angle.
9
+ *
10
+ * ```wgsl
11
+ * fn uv_equal_area_sphere_decode(uv: vec2<f32>) -> vec3<f32> // the square [0, 1]² to a unit vector
12
+ * fn uv_equal_area_sphere_encode(direction: vec3<f32>) -> vec2<f32> // any non-zero vector to the square
13
+ * ```
14
+ *
15
+ * The square's diamond |2u−1| + |2v−1| ≤ 1 is the +z hemisphere and its centre +z; the four corners meet at −z.
16
+ * The fold is the standard octahedral one, so the square's edges join as an octahedral map's do.
17
+ *
18
+ * @see Petrik Clarberg, "Fast Equal-Area Mapping of the (Hemi)Sphere using SIMD", Journal of Graphics Tools
19
+ * 13(3), 2008
20
+ * @type {CodeChunk}
21
+ */
22
+ export const chunk_uv_equal_area_sphere = CodeChunk.from(
23
+ //language=WGSL
24
+ `
25
+ fn uv_equal_area_sphere_decode(uv: vec2<f32>) -> vec3<f32> {
26
+ let s = fma(uv, vec2<f32>(2.0), vec2<f32>(-1.0));
27
+ let d = 1.0 - (abs(s.x) + abs(s.y));
28
+ let r = 1.0 - abs(d);
29
+
30
+ // the square's centre and corners are the poles, where r is zero and the azimuth is any
31
+ let phi = select((PI * 0.25) * ((abs(s.y) - abs(s.x)) / r + 1.0), 0.0, r == 0.0);
32
+ let f = r * sqrt(2.0 - r * r);
33
+
34
+ return vec3<f32>(
35
+ f * sign(s.x) * abs(cos(phi)),
36
+ f * sign(s.y) * abs(sin(phi)),
37
+ sign(d) * (1.0 - r * r),
38
+ );
39
+ }
40
+
41
+ fn uv_equal_area_sphere_encode(direction: vec3<f32>) -> vec2<f32> {
42
+ let n = normalize(direction);
43
+ let a = abs(n);
44
+ let r = sqrt(max(1.0 - a.z, 0.0));
45
+
46
+ // the azimuth in the quadrant, 0 along x to 1 along y; on the z axis r is zero and it is never read
47
+ let tangent = min(a.x, a.y) / max(max(a.x, a.y), 1e-30);
48
+ let half_turn = atan(tangent) * (2.0 / PI);
49
+ let phi = select(half_turn, 1.0 - half_turn, a.x < a.y);
50
+
51
+ var folded = vec2<f32>(r - phi * r, phi * r);
52
+
53
+ folded = select(folded, 1.0 - folded.yx, n.z < 0.0);
54
+ folded = select(folded, -folded, n.xy < vec2<f32>(0.0));
55
+
56
+ return fma(folded, vec2<f32>(0.5), vec2<f32>(0.5));
57
+ }
58
+ `, [
59
+ PI_DECLARATION,
60
+ ]);
@@ -8,12 +8,9 @@
8
8
  * iterating; per-pixel direct shading should iterate via
9
9
  * {@link chunk_directional_lights_iteration_mask} so every directional
10
10
  * light contributes.
11
- */
12
- export const chunk_light_get_sun: CodeChunk;
13
- /**
14
- * @see https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK/blob/1bbe66e7ea0d358e84af4471a90aa9c35b583de0/framework/rendermodules/skydome/shaders/skydomeproc.hlsl#L177
11
+ *
15
12
  * @type {CodeChunk}
16
13
  */
17
- export const chunk_sample_sky_color: CodeChunk;
14
+ export const chunk_light_get_sun: CodeChunk;
18
15
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
19
- //# sourceMappingURL=chunk_sample_sky_color.d.ts.map
16
+ //# sourceMappingURL=chunk_light_get_sun.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_light_get_sun.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/io/chunk_light_get_sun.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;GAYG;AACH,kCAFU,SAAS,CAmBjB;0BApCwB,gCAAgC"}
@@ -1,15 +1,10 @@
1
+ import { LIGHT_DATA_RESOURCE } from "../../../../light/LIGHT_DATA_RESOURCE.js";
1
2
  import { LIGHT_DATABASE_SPEC } from "../../../../light/LIGHT_DATABASE_SPEC.js";
2
- import { chunk_sample_environment_color } from "../../../../atmosphere/chunk_sample_environment_color.js";
3
3
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
4
- import { chunk_integrate_scattering } from "../../atmosphere/chunk_integrate_scattering.js";
5
- import { chunk_planet_intersection } from "../../atmosphere/chunk_planet_intersection.js";
6
- import { F32_MAX_DEFINITION } from "../../math/F32_MAX_DEFINITION.js";
7
4
  import { DIRECTIONAL_LIGHT_STRUCT } from "../DIRECTIONAL_LIGHT_STRUCT.js";
8
- import {
9
- chunk_directional_lights_iteration_mask
10
- } from "../io/chunk_directional_lights_iteration_mask.js";
5
+ import { chunk_directional_lights_iteration_mask } from "./chunk_directional_lights_iteration_mask.js";
11
6
 
12
- const DIRECTIONAL_DESCRIPTOR = LIGHT_DATABASE_SPEC.get('light_directional');
7
+ const DIRECTIONAL_DESCRIPTOR = LIGHT_DATABASE_SPEC.get("light_directional");
13
8
 
14
9
  /**
15
10
  * "The sun" — the first occupied directional light in the table.
@@ -21,6 +16,8 @@ const DIRECTIONAL_DESCRIPTOR = LIGHT_DATABASE_SPEC.get('light_directional');
21
16
  * iterating; per-pixel direct shading should iterate via
22
17
  * {@link chunk_directional_lights_iteration_mask} so every directional
23
18
  * light contributes.
19
+ *
20
+ * @type {CodeChunk}
24
21
  */
25
22
  export const chunk_light_get_sun = CodeChunk.from(
26
23
  //language=WGSL
@@ -41,21 +38,4 @@ export const chunk_light_get_sun = CodeChunk.from(
41
38
  ]
42
39
  );
43
40
 
44
- /**
45
- * @see https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK/blob/1bbe66e7ea0d358e84af4471a90aa9c35b583de0/framework/rendermodules/skydome/shaders/skydomeproc.hlsl#L177
46
- * @type {CodeChunk}
47
- */
48
- export const chunk_sample_sky_color = CodeChunk.from(
49
- // language=WGSL
50
- `
51
- fn sample_sky_color(position: vec3<f32>, direction:vec3<f32>) -> vec3<f32>{
52
- return sample_sky_irradiance_lut( direction );
53
- }
54
- `, [
55
- chunk_sample_environment_color,
56
- chunk_planet_intersection,
57
- chunk_integrate_scattering,
58
- chunk_light_get_sun,
59
- F32_MAX_DEFINITION,
60
- ]
61
- );
41
+ chunk_light_get_sun.requireResource(LIGHT_DATA_RESOURCE);
@@ -15,7 +15,7 @@ import {
15
15
  } from "../../../shader/chunk/geometry/normal/chunk_decode_g_buffer_face_normal.js";
16
16
  import { RAY_STRUCT } from "../../../shader/chunk/geometry/ray/RAY_STRUCT.js";
17
17
  import { chunk_v3_matrix4_project } from "../../../shader/chunk/geometry/vec3/chunk_v3_matrix4_project.js";
18
- import { chunk_light_get_sun } from "../../../shader/chunk/light/sky/chunk_sample_sky_color.js";
18
+ import { chunk_light_get_sun } from "../../../shader/chunk/light/io/chunk_light_get_sun.js";
19
19
  import { chunk_spatio_temporal_noise_r2_64 } from "../../../shader/chunk/noise/chunk_spatio_temporal_noise_r2_64.js";
20
20
  import { chunk_texel_coordinate_to_uv } from "../../../shader/chunk/texture/chunk_texel_coordinate_to_uv.js";
21
21
  import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
@@ -0,0 +1,69 @@
1
+ /**
2
+ * The GPU trails as an `AVBOITSideChannel`: drawn inside the transparency pipeline, order-independently
3
+ * against the transparent meshes, the particles, the dynamic meshes and each other.
4
+ *
5
+ * - **occupancy** — the segments pass: a thread per live segment, culled by fade and by the view
6
+ * frustum, marking the depth slices its capsule spans and appending itself to its draw class's list.
7
+ * - **splat** and **draw** — the unlit pair the dynamic meshes draw through, with the tube extruded in
8
+ * the vertex stage: one indexed indirect draw per draw class, a segment an instance.
9
+ *
10
+ * The frame's simulation is recorded before this is asked (the trails' frame extension runs at
11
+ * AfterLighting); {@link begin_frame} hands it over with the view it was recorded for. A registered
12
+ * trail makes the channel non-empty: whether every trail has faded is the GPU's to know, and the CPU
13
+ * does not read it back.
14
+ */
15
+ export class GPUTrailAVBOITChannel {
16
+ /**
17
+ * The frame's simulation, for the view it is drawn in.
18
+ *
19
+ * @param {object} graph
20
+ * @param {import("../view/GPUViewContext.js").GPUViewContext} view
21
+ * @param {import("./GPUTrailSystem.js").GPUTrailSystem} runtime
22
+ * @param {import("./graph_trails.js").TrailSimulationHandles} simulation
23
+ */
24
+ begin_frame(graph: object, view: import("../view/GPUViewContext.js").GPUViewContext, runtime: import("./GPUTrailSystem.js").GPUTrailSystem, simulation: import("./graph_trails.js").TrailSimulationHandles): void;
25
+ /**
26
+ * Forget the frame: the passes carry their own references to what they read.
27
+ */
28
+ end_frame(): void;
29
+ /**
30
+ * @param {import("../view/GPUViewContext.js").GPUViewContext} view
31
+ * @returns {boolean}
32
+ */
33
+ avboit_is_empty(view: import("../view/GPUViewContext.js").GPUViewContext): boolean;
34
+ avboit_occupancy({ graph, camera, cluster_parameters, occupancy }: {
35
+ graph: any;
36
+ camera: any;
37
+ cluster_parameters: any;
38
+ occupancy: any;
39
+ }): number;
40
+ avboit_splat({ graph, camera, warp, voxel_resolution, volume }: {
41
+ graph: any;
42
+ camera: any;
43
+ warp: any;
44
+ voxel_resolution: any;
45
+ volume: any;
46
+ }): {
47
+ extinction: number;
48
+ overflow: number;
49
+ dummy: number;
50
+ };
51
+ avboit_draw({ graph, view_ctx, camera, depth_texture, warp, integral, volumetrics_lut, volumetrics_metadata, accumulators }: {
52
+ graph: any;
53
+ view_ctx: any;
54
+ camera: any;
55
+ depth_texture: any;
56
+ warp: any;
57
+ integral: any;
58
+ volumetrics_lut: any;
59
+ volumetrics_metadata: any;
60
+ accumulators: any;
61
+ }): {
62
+ color: number;
63
+ norm: number;
64
+ extinction: number;
65
+ emission: number;
66
+ };
67
+ #private;
68
+ }
69
+ //# sourceMappingURL=GPUTrailAVBOITChannel.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GPUTrailAVBOITChannel.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/trails/GPUTrailAVBOITChannel.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;GAaG;AACH;IAMI;;;;;;;OAOG;IACH,mBALW,MAAM,QACN,OAAO,2BAA2B,EAAE,cAAc,WAClD,OAAO,qBAAqB,EAAE,cAAc,cAC5C,OAAO,mBAAmB,EAAE,sBAAsB,QAI5D;IAED;;OAEG;IACH,kBAEC;IAED;;;OAGG;IACH,sBAHW,OAAO,2BAA2B,EAAE,cAAc,GAChD,OAAO,CAMnB;IAED;;;;;eAaC;IAED;;;;;;;;;;MAeC;IAED;;;;;;;;;;;;;;;MAgCC;;CAYJ"}
@@ -0,0 +1,129 @@
1
+ import { assert } from "../../../core/assert.js";
2
+ import { graph_trails_avboit_draw, graph_trails_avboit_segments, graph_trails_avboit_splat } from "./graph_trails_avboit.js";
3
+
4
+ /**
5
+ * The GPU trails as an `AVBOITSideChannel`: drawn inside the transparency pipeline, order-independently
6
+ * against the transparent meshes, the particles, the dynamic meshes and each other.
7
+ *
8
+ * - **occupancy** — the segments pass: a thread per live segment, culled by fade and by the view
9
+ * frustum, marking the depth slices its capsule spans and appending itself to its draw class's list.
10
+ * - **splat** and **draw** — the unlit pair the dynamic meshes draw through, with the tube extruded in
11
+ * the vertex stage: one indexed indirect draw per draw class, a segment an instance.
12
+ *
13
+ * The frame's simulation is recorded before this is asked (the trails' frame extension runs at
14
+ * AfterLighting); {@link begin_frame} hands it over with the view it was recorded for. A registered
15
+ * trail makes the channel non-empty: whether every trail has faded is the GPU's to know, and the CPU
16
+ * does not read it back.
17
+ */
18
+ export class GPUTrailAVBOITChannel {
19
+ /**
20
+ * @type {{graph: object, view: object, runtime: import("./GPUTrailSystem.js").GPUTrailSystem, simulation: import("./graph_trails.js").TrailSimulationHandles, segments: import("./graph_trails_avboit.js").TrailSegmentsHandles|null}|null}
21
+ */
22
+ #frame = null;
23
+
24
+ /**
25
+ * The frame's simulation, for the view it is drawn in.
26
+ *
27
+ * @param {object} graph
28
+ * @param {import("../view/GPUViewContext.js").GPUViewContext} view
29
+ * @param {import("./GPUTrailSystem.js").GPUTrailSystem} runtime
30
+ * @param {import("./graph_trails.js").TrailSimulationHandles} simulation
31
+ */
32
+ begin_frame(graph, view, runtime, simulation) {
33
+ this.#frame = { graph, view, runtime, simulation, segments: null };
34
+ }
35
+
36
+ /**
37
+ * Forget the frame: the passes carry their own references to what they read.
38
+ */
39
+ end_frame() {
40
+ this.#frame = null;
41
+ }
42
+
43
+ /**
44
+ * @param {import("../view/GPUViewContext.js").GPUViewContext} view
45
+ * @returns {boolean}
46
+ */
47
+ avboit_is_empty(view) {
48
+ const frame = this.#frame;
49
+
50
+ return frame === null || frame.view !== view || frame.runtime.count === 0;
51
+ }
52
+
53
+ avboit_occupancy({ graph, camera, cluster_parameters, occupancy }) {
54
+ const frame = this.#frame_for(graph);
55
+
56
+ frame.segments = graph_trails_avboit_segments({
57
+ graph,
58
+ camera,
59
+ cluster_parameters,
60
+ occupancy,
61
+ simulation: frame.simulation,
62
+ runtime: frame.runtime,
63
+ });
64
+
65
+ return frame.segments.occupancy;
66
+ }
67
+
68
+ avboit_splat({ graph, camera, warp, voxel_resolution, volume }) {
69
+ const frame = this.#frame_for(graph);
70
+
71
+ assert.notNull(frame.segments, "the occupancy was not recorded into this graph");
72
+
73
+ return graph_trails_avboit_splat({
74
+ graph,
75
+ camera,
76
+ warp,
77
+ voxel_resolution,
78
+ volume,
79
+ simulation: frame.simulation,
80
+ segments: frame.segments,
81
+ runtime: frame.runtime,
82
+ });
83
+ }
84
+
85
+ avboit_draw({
86
+ graph,
87
+ view_ctx,
88
+ camera,
89
+ depth_texture,
90
+ warp,
91
+ integral,
92
+ volumetrics_lut,
93
+ volumetrics_metadata,
94
+ accumulators
95
+ }) {
96
+ const frame = this.#frame_for(graph);
97
+
98
+ assert.notNull(frame.segments, "the occupancy was not recorded into this graph");
99
+
100
+ // the last of the three: what is left is the passes'
101
+ this.#frame = null;
102
+
103
+ return graph_trails_avboit_draw({
104
+ graph,
105
+ view_ctx,
106
+ camera,
107
+ depth_texture,
108
+ warp,
109
+ integral,
110
+ volumetrics_lut,
111
+ volumetrics_metadata,
112
+ accumulators,
113
+ simulation: frame.simulation,
114
+ segments: frame.segments,
115
+ runtime: frame.runtime,
116
+ });
117
+ }
118
+
119
+ /**
120
+ * @param {object} graph
121
+ */
122
+ #frame_for(graph) {
123
+ const frame = this.#frame;
124
+
125
+ assert.ok(frame !== null && frame.graph === graph, "the trails' simulation was not recorded into this graph");
126
+
127
+ return frame;
128
+ }
129
+ }