@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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{"version":3,"file":"prototype_hosek.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/sh3/sky/hosek/prototype_hosek.js"],"names":[],"mappings":""}
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import { v3_normalize_array } from "../../../../../core/geom/vec3/v3_normalize_array.js";
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import { CanvasView } from "../../../../../view/elements/CanvasView.js";
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import { make_sky_hosek } from "../../path_tracer/make_sky_hosek.js";
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});
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const sky = make_sky_hosek(
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1,
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0,
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);
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const vl_halfPi = Math.PI / 2;
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const color = [1, 1, 1, 1];
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const y = v * 2 - 1;
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const h2 = x2 + y2;
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const theta = vl_halfPi - vl_halfPi * Math.sqrt(h2);
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const direction = [v_x, v_z, v_y];
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v3_normalize_array(direction, 0, direction, 0);
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sky(color, 0, direction, 0);
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sampler.write(i, j, color);
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}
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}
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sampler2D2Canvas(sampler, 255, 0, view.el);
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/**
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* Render the Hosek sky into an equirectangular RGBA float buffer.
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*
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* The layout matches three.js' `equirectUv` (so the result can be used directly
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* as an EquirectangularReflectionMapping texture or fed to PMREMGenerator):
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* u = atan2(z, x) / (2pi) + 0.5
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* v = asin(y) / pi + 0.5
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* with +Y up, matching the engine convention.
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*
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* @param {number[]|Float32Array} sun direction towards the sun (engine frame, +Y up); need not be unit length
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* @param {number} width number of horizontal (longitude) samples
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* @param {number} height number of vertical (latitude) samples
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* @param {object} [options]
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* @param {number} [options.turbidity=2] atmospheric turbidity, 1..10
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* @param {number} [options.overcast=0] 0 = clear, 1 = fully overcast
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* @param {number[]|Float32Array} [options.albedo=[0,0,0]] linear ground albedo
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* @param {Float32Array} [options.target] optional pre-allocated buffer of length width*height*4
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* @returns {Float32Array} RGBA, row 0 = bottom (-Y), length width*height*4
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*/
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export function render_hosek_sky_to_equirectangular(sun: number[] | Float32Array, width: number, height: number, options?: {
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turbidity?: number;
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overcast?: number;
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albedo?: number[] | Float32Array;
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target?: Float32Array;
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}): Float32Array;
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//# sourceMappingURL=render_hosek_sky_to_equirectangular.d.ts.map
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{"version":3,"file":"render_hosek_sky_to_equirectangular.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/sh3/sky/hosek/render_hosek_sky_to_equirectangular.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;GAkBG;AACH,yDAVW,MAAM,EAAE,GAAC,YAAY,SACrB,MAAM,UACN,MAAM;IAEW,SAAS,GAA1B,MAAM;IACW,QAAQ,GAAzB,MAAM;IAC0B,MAAM,GAAtC,MAAM,EAAE,GAAC,YAAY;IACE,MAAM,GAA7B,YAAY;IACV,YAAY,CAgDxB"}
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import { make_sky_hosek } from "../../path_tracer/make_sky_hosek.js";
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const TWO_PI = Math.PI * 2;
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/**
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* Render the Hosek sky into an equirectangular RGBA float buffer.
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*
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* The layout matches three.js' `equirectUv` (so the result can be used directly
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* as an EquirectangularReflectionMapping texture or fed to PMREMGenerator):
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* u = atan2(z, x) / (2pi) + 0.5
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* v = asin(y) / pi + 0.5
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* with +Y up, matching the engine convention.
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*
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* @param {number[]|Float32Array} sun direction towards the sun (engine frame, +Y up); need not be unit length
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* @param {number} width number of horizontal (longitude) samples
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* @param {number} height number of vertical (latitude) samples
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* @param {object} [options]
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* @param {number} [options.turbidity=2] atmospheric turbidity, 1..10
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* @param {number} [options.overcast=0] 0 = clear, 1 = fully overcast
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* @param {number[]|Float32Array} [options.albedo=[0,0,0]] linear ground albedo
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* @param {Float32Array} [options.target] optional pre-allocated buffer of length width*height*4
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* @returns {Float32Array} RGBA, row 0 = bottom (-Y), length width*height*4
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*/
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export function render_hosek_sky_to_equirectangular(sun, width, height, options = {}) {
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const {
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turbidity = 2,
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overcast = 0,
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albedo = [0, 0, 0],
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target
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} = options;
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const sky = make_sky_hosek(sun, turbidity, overcast, albedo);
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const data = target !== undefined ? target : new Float32Array(width * height * 4);
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const direction = [0, 0, 0];
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let p = 0;
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for (let j = 0; j < height; j++) {
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const v = (j + 0.5) / height;
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// v = asin(y)/pi + 0.5 => y = sin((v - 0.5) * pi)
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const latitude = (v - 0.5) * Math.PI;
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const y = Math.sin(latitude);
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const cos_latitude = Math.cos(latitude);
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for (let i = 0; i < width; i++) {
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const u = (i + 0.5) / width;
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// u = atan2(z, x)/(2pi) + 0.5 => atan2(z, x) = (u - 0.5) * 2pi
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const longitude = (u - 0.5) * TWO_PI;
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direction[0] = cos_latitude * Math.cos(longitude);
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direction[1] = y;
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direction[2] = cos_latitude * Math.sin(longitude);
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const offset = p * 4;
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// writes linear RGB into data[offset .. offset + 2]
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sky(data, offset, direction, 0);
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data[offset + 3] = 1;
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p++;
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}
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}
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return data;
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}
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/**
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* @see https://github.com/andrewwillmott/sun-sky/blob/master/SunSky.cpp
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* @param {number[]} mCoeffsXYZ output, float[3][9], Hosek 9-term distribution coefficients
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* @param {number[]} mRadXYZ output, vec3, Overall average radiance
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* @param {number[]|Float32Array} sun_direction direction to the sun, engine frame (+Y up)
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* @param {number} turbidity should be between 1 and 10
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* @param {number[]|Float32Array} rgbAlbedo albedo in linear color space (make sure it's not sRGB)
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*/
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export function sky_hosek_precompute(mCoeffsXYZ: number[], mRadXYZ: number[], sun_direction: number[] | Float32Array, turbidity: number, rgbAlbedo: number[] | Float32Array, overcast: number): void;
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/**
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*
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* @param {number[]|Float32Array} out vec3 in RGB color space
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* @param {number[]|Float32Array} mCoeffsXYZ float[3][9]
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* @param {number[]|Float32Array} mRadXYZ vec3
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* @param {number[]|Float32Array} mToSun vec3, direction to the sun, engine frame (+Y up)
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* @param {number} direction_x
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* @param {number} direction_y up axis (engine +Y up)
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* @param {number} direction_z
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*/
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export function sky_hosek_compute_irradiance_by_direction(out: number[] | Float32Array, mCoeffsXYZ: number[] | Float32Array, mRadXYZ: number[] | Float32Array, mToSun: number[] | Float32Array, direction_x: number, direction_y: number, direction_z: number): void;
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//# sourceMappingURL=sky_hosek_compute_irradiance_by_direction.d.ts.map
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package/src/engine/graphics/sh3/sky/hosek/sky_hosek_compute_irradiance_by_direction.d.ts.map
DELETED
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{"version":3,"file":"sky_hosek_compute_irradiance_by_direction.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/sh3/sky/hosek/sky_hosek_compute_irradiance_by_direction.js"],"names":[],"mappings":"AAyNA;;;;;;;;GAQG;AACH,iDAPW,MAAM,EAAE,WACR,MAAM,EAAE,iBACR,MAAM,EAAE,GAAC,YAAY,aACrB,MAAM,aACN,MAAM,EAAE,GAAC,YAAY,YACrB,MAAM,QAgHhB;AAGD;;;;;;;;;GASG;AACH,+DARW,MAAM,EAAE,GAAC,YAAY,cACrB,MAAM,EAAE,GAAC,YAAY,WACrB,MAAM,EAAE,GAAC,YAAY,UACrB,MAAM,EAAE,GAAC,YAAY,eACrB,MAAM,eACN,MAAM,eACN,MAAM,QAwChB"}
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import { rgb_to_xyz } from "../../../../../core/color/xyz/rgb_to_xyz.js";
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import { xyz_to_rgb } from "../../../../../core/color/xyz/xyz_to_rgb.js";
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import { v3_cos_angle } from "../../../../../core/geom/vec3/v3_cos_angle.js";
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import { v3_scale_array } from "../../../../../core/geom/vec3/v3_scale_array.js";
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import { v3_length } from "../../../../../core/geom/vec3/v3_length.js";
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import { clamp } from "../../../../../core/math/clamp.js";
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import { clamp01 } from "../../../../../core/math/clamp01.js";
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import { lerp } from "../../../../../core/math/lerp.js";
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import { kHosekCoeffsX, kHosekCoeffsY, kHosekCoeffsZ, kHosekRadX, kHosekRadY, kHosekRadZ } from "./data.js";
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const HALF_PI = Math.PI * 0.5;
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/**
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*
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* @param {number[]|Float32Array} w float[6]
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* @param {number[]|Float32Array} data float[6]
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* @param {number} data_offset
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* @return {number}
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*/
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function EvalQuintic_2(w, data, data_offset) {
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return w[0] * data[data_offset + 0]
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+ w[1] * data[data_offset + 1]
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+ w[2] * data[data_offset + 2]
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+ w[3] * data[data_offset + 3]
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+ w[4] * data[data_offset + 4]
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+ w[5] * data[data_offset + 5];
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}
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/**
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*
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32
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* @param {number[]|Float32Array} w float[6]
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* @param {number[]|Float32Array} data float[6][9] flattened
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* @param {number} data_offset
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35
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* @param {number[]|Float32Array} coeffs float[9] output is written here
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36
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* @param {number} coeffs_offset
|
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37
|
-
*/
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38
|
-
function EvalQuintic_3(w, data, data_offset, coeffs, coeffs_offset) {
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39
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for (let i = 0; i < 9; i++) {
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40
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coeffs[coeffs_offset + i] = w[0] * data[data_offset + 0 * 9 + i]
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41
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+ w[1] * data[data_offset + 1 * 9 + i]
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42
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+ w[2] * data[data_offset + 2 * 9 + i]
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43
|
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+ w[3] * data[data_offset + 3 * 9 + i]
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44
|
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+ w[4] * data[data_offset + 4 * 9 + i]
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45
|
-
+ w[5] * data[data_offset + 5 * 9 + i];
|
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46
|
-
}
|
|
47
|
-
}
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48
|
-
|
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49
|
-
/**
|
|
50
|
-
*
|
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51
|
-
* @param {number} s
|
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52
|
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* @param {number[]|ArrayLike<number>|Float32Array} w
|
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53
|
-
*/
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54
|
-
function FindQuinticWeights(s, w) {
|
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55
|
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const s1 = s;
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56
|
-
const s2 = s1 * s1;
|
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57
|
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const s3 = s1 * s2;
|
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58
|
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const s4 = s2 * s2;
|
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59
|
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const s5 = s2 * s3;
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60
|
-
|
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61
|
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const is1 = 1.0 - s1;
|
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62
|
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const is2 = is1 * is1;
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63
|
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const is3 = is1 * is2;
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64
|
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const is4 = is2 * is2;
|
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65
|
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const is5 = is2 * is3;
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66
|
-
|
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67
|
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w[0] = is5;
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68
|
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w[1] = is4 * s1 * 5.0;
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69
|
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w[2] = is3 * s2 * 10.0;
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70
|
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w[3] = is2 * s3 * 10.0;
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71
|
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w[4] = is1 * s4 * 5.0;
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72
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-
w[5] = s5;
|
|
73
|
-
}
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74
|
-
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|
75
|
-
// Reusable scratch buffers for FindHosekCoeffs. Safe to share: evaluation is
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|
76
|
-
// synchronous and non-reentrant, and each call fully overwrites them.
|
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77
|
-
const quinticWeights = new Float32Array(6);
|
|
78
|
-
const ic = new Float32Array(4 * 9);
|
|
79
|
-
|
|
80
|
-
/**
|
|
81
|
-
*
|
|
82
|
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* @param {number[]|Float32Array} dataset9 albedo x 2, turbidity x 10, quintics x 6, weights x 9
|
|
83
|
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* @param {number[]|Float32Array} datasetR albedo x 2, turbidity x 10, quintics x 6
|
|
84
|
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* @param {number} turbidity
|
|
85
|
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* @param {number} albedo
|
|
86
|
-
* @param {number} solarElevation
|
|
87
|
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* @param {number[]|Float32Array} coeffs result is written here
|
|
88
|
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* @param {number} coeffs_offset
|
|
89
|
-
* @return {number}
|
|
90
|
-
* @constructor
|
|
91
|
-
*/
|
|
92
|
-
function FindHosekCoeffs
|
|
93
|
-
(
|
|
94
|
-
dataset9,
|
|
95
|
-
datasetR,
|
|
96
|
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turbidity,
|
|
97
|
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albedo,
|
|
98
|
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solarElevation,
|
|
99
|
-
coeffs,
|
|
100
|
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coeffs_offset
|
|
101
|
-
) {
|
|
102
|
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const tbi = clamp(Math.floor(turbidity), 1, 9);
|
|
103
|
-
|
|
104
|
-
const tbf = turbidity - tbi;
|
|
105
|
-
|
|
106
|
-
const s = Math.cbrt(solarElevation / HALF_PI);
|
|
107
|
-
|
|
108
|
-
FindQuinticWeights(s, quinticWeights);
|
|
109
|
-
|
|
110
|
-
const size_set9_1 = 6 * 9;
|
|
111
|
-
const size_set9_0 = 10 * size_set9_1;
|
|
112
|
-
EvalQuintic_3(quinticWeights, dataset9, (tbi - 1) * size_set9_1, ic, 0);
|
|
113
|
-
EvalQuintic_3(quinticWeights, dataset9, size_set9_0 + (tbi - 1) * size_set9_1, ic, 9);
|
|
114
|
-
EvalQuintic_3(quinticWeights, dataset9, tbi * size_set9_1, ic, 18);
|
|
115
|
-
EvalQuintic_3(quinticWeights, dataset9, size_set9_0 + tbi * size_set9_1, ic, 27);
|
|
116
|
-
|
|
117
|
-
const size_set_R_1 = 6;
|
|
118
|
-
const size_set_R_0 = 10 * size_set_R_1;
|
|
119
|
-
const ir_0 = EvalQuintic_2(quinticWeights, datasetR, (tbi - 1) * size_set_R_1);
|
|
120
|
-
const ir_1 = EvalQuintic_2(quinticWeights, datasetR, size_set_R_0 + (tbi - 1) * size_set_R_1);
|
|
121
|
-
const ir_2 = EvalQuintic_2(quinticWeights, datasetR, tbi * size_set_R_1);
|
|
122
|
-
const ir_3 = EvalQuintic_2(quinticWeights, datasetR, size_set_R_0 + tbi * size_set_R_1);
|
|
123
|
-
|
|
124
|
-
const cw_0 = (1.0 - albedo) * (1.0 - tbf);
|
|
125
|
-
const cw_1 = albedo * (1.0 - tbf);
|
|
126
|
-
const cw_2 = (1.0 - albedo) * tbf;
|
|
127
|
-
const cw_3 = albedo * tbf;
|
|
128
|
-
|
|
129
|
-
for (let i = 0; i < 9; i++) {
|
|
130
|
-
coeffs[coeffs_offset + i] = cw_0 * ic[i]
|
|
131
|
-
+ cw_1 * ic[9 + i]
|
|
132
|
-
+ cw_2 * ic[2 * 9 + i]
|
|
133
|
-
+ cw_3 * ic[3 * 9 + i];
|
|
134
|
-
}
|
|
135
|
-
|
|
136
|
-
return cw_0 * ir_0 + cw_1 * ir_1 + cw_2 * ir_2 + cw_3 * ir_3;
|
|
137
|
-
}
|
|
138
|
-
|
|
139
|
-
/**
|
|
140
|
-
*
|
|
141
|
-
* Hosek:
|
|
142
|
-
* (1 + A e ^ (B / cos(t))) (1 + C e ^ (D g) + E cos(g) ^ 2 + F mieM(g, G) + H cos(t)^1/2 + (I - 1))
|
|
143
|
-
*
|
|
144
|
-
* These bits are the same as Preetham, but do different jobs in some cases
|
|
145
|
-
* A: sky gradient, carries white -> blue gradient
|
|
146
|
-
* B: sky tightness
|
|
147
|
-
* C: sun, carries most of sun-centred blue term
|
|
148
|
-
* D: sun tightness, higher = tighter
|
|
149
|
-
* E: rosy hue around sun
|
|
150
|
-
*
|
|
151
|
-
* Hosek-specific:
|
|
152
|
-
* F: mie term, does most of the heavy lifting for sunset glow
|
|
153
|
-
* G: mie tuning
|
|
154
|
-
* H: zenith gradient
|
|
155
|
-
* I: constant term balanced with H
|
|
156
|
-
*
|
|
157
|
-
* Notes:
|
|
158
|
-
* A/B still carries some of the "blue" base of sky, but much comes from C/D
|
|
159
|
-
* C/E minimal effect in sunset situations, carry bulk of sun halo in sun-overhead
|
|
160
|
-
* F/G sunset glow, but also takes sun halo from yellowish to white overhead
|
|
161
|
-
* @param {number[]|Float32Array} coeffs
|
|
162
|
-
* @param {number} coeffs_offset
|
|
163
|
-
* @param {number} cosTheta
|
|
164
|
-
* @param {number} gamma
|
|
165
|
-
* @param {number} cosGamma
|
|
166
|
-
* @return {number}
|
|
167
|
-
* @constructor
|
|
168
|
-
*/
|
|
169
|
-
function EvalHosekCoeffs(
|
|
170
|
-
coeffs,
|
|
171
|
-
coeffs_offset,
|
|
172
|
-
cosTheta,
|
|
173
|
-
gamma,
|
|
174
|
-
cosGamma
|
|
175
|
-
) {
|
|
176
|
-
const c_0 = coeffs[coeffs_offset + 0];
|
|
177
|
-
const c_1 = coeffs[coeffs_offset + 1];
|
|
178
|
-
const c_2 = coeffs[coeffs_offset + 2];
|
|
179
|
-
const c_3 = coeffs[coeffs_offset + 3];
|
|
180
|
-
const c_4 = coeffs[coeffs_offset + 4];
|
|
181
|
-
const c_5 = coeffs[coeffs_offset + 5];
|
|
182
|
-
const c_6 = coeffs[coeffs_offset + 6];
|
|
183
|
-
const c_7 = coeffs[coeffs_offset + 7];
|
|
184
|
-
const c_8 = coeffs[coeffs_offset + 8];
|
|
185
|
-
|
|
186
|
-
// Current coeffs ordering is AB I CDEF HG
|
|
187
|
-
// 01 2 3456 78
|
|
188
|
-
const expM = Math.exp(c_4 * gamma); // D g
|
|
189
|
-
const rayM = cosGamma * cosGamma; // Rayleigh scattering
|
|
190
|
-
const mieM = (1.0 + rayM) / Math.pow((1.0 + c_8 * c_8 - 2.0 * c_8 * cosGamma), 1.5); // G
|
|
191
|
-
const zenith = Math.sqrt(cosTheta); // vertical zenith gradient
|
|
192
|
-
|
|
193
|
-
return (
|
|
194
|
-
1.0 + c_0 * Math.exp(c_1 / (cosTheta + 0.01)) // A, B
|
|
195
|
-
)
|
|
196
|
-
* (1.0
|
|
197
|
-
+ c_3 * expM // C
|
|
198
|
-
+ c_5 * rayM // E
|
|
199
|
-
+ c_6 * mieM // F
|
|
200
|
-
+ c_7 * zenith // H
|
|
201
|
-
+ (c_2 - 1.0) // I
|
|
202
|
-
);
|
|
203
|
-
}
|
|
204
|
-
|
|
205
|
-
/**
|
|
206
|
-
*
|
|
207
|
-
* @param {number} thetaS
|
|
208
|
-
* @param {number} T
|
|
209
|
-
* @return {number}
|
|
210
|
-
*/
|
|
211
|
-
function ZenithLuminance(thetaS, T) {
|
|
212
|
-
const chi = (4.0 / 9.0 - T / 120.0) * (Math.PI - 2.0 * thetaS);
|
|
213
|
-
let Lz = (4.0453 * T - 4.9710) * Math.tan(chi) - 0.2155 * T + 2.4192;
|
|
214
|
-
Lz *= 1000.0; // conversion from kcd/m^2 to cd/m^2
|
|
215
|
-
return Lz;
|
|
216
|
-
}
|
|
217
|
-
|
|
218
|
-
/**
|
|
219
|
-
* @see https://github.com/andrewwillmott/sun-sky/blob/master/SunSky.cpp
|
|
220
|
-
* @param {number[]} mCoeffsXYZ output, float[3][9], Hosek 9-term distribution coefficients
|
|
221
|
-
* @param {number[]} mRadXYZ output, vec3, Overall average radiance
|
|
222
|
-
* @param {number[]|Float32Array} sun_direction direction to the sun, engine frame (+Y up)
|
|
223
|
-
* @param {number} turbidity should be between 1 and 10
|
|
224
|
-
* @param {number[]|Float32Array} rgbAlbedo albedo in linear color space (make sure it's not sRGB)
|
|
225
|
-
* @param {number} overcast
|
|
226
|
-
*/
|
|
227
|
-
export function sky_hosek_precompute(
|
|
228
|
-
mCoeffsXYZ,
|
|
229
|
-
mRadXYZ,
|
|
230
|
-
sun_direction,
|
|
231
|
-
turbidity,
|
|
232
|
-
rgbAlbedo,
|
|
233
|
-
overcast
|
|
234
|
-
) {
|
|
235
|
-
|
|
236
|
-
const mToSun = sun_direction;
|
|
237
|
-
|
|
238
|
-
const sun_x = mToSun[0];
|
|
239
|
-
const sun_y = mToSun[1];
|
|
240
|
-
const sun_z = mToSun[2];
|
|
241
|
-
|
|
242
|
-
// Y is up (engine convention): solar elevation is measured from the Y component.
|
|
243
|
-
const solarElevation = sun_y > 0 ? Math.asin(sun_y) : 0;
|
|
244
|
-
|
|
245
|
-
const albedo = [];
|
|
246
|
-
rgb_to_xyz(albedo, rgbAlbedo);
|
|
247
|
-
|
|
248
|
-
|
|
249
|
-
// Note that the hosek coefficients change with time of day, vs. Preetham where the 'upper' coefficients stay the same,
|
|
250
|
-
// and only the scaler mPerezInvDen, consisting of time-dependent normalisation and zenith luminnce factors, changes.
|
|
251
|
-
mRadXYZ[0] = FindHosekCoeffs(kHosekCoeffsX, kHosekRadX, turbidity, albedo[0], solarElevation, mCoeffsXYZ, 0);
|
|
252
|
-
mRadXYZ[1] = FindHosekCoeffs(kHosekCoeffsY, kHosekRadY, turbidity, albedo[1], solarElevation, mCoeffsXYZ, 9);
|
|
253
|
-
mRadXYZ[2] = FindHosekCoeffs(kHosekCoeffsZ, kHosekRadZ, turbidity, albedo[2], solarElevation, mCoeffsXYZ, 18);
|
|
254
|
-
|
|
255
|
-
v3_scale_array(mRadXYZ, 0, mRadXYZ, 0, 683); // convert to luminance in lumens
|
|
256
|
-
|
|
257
|
-
|
|
258
|
-
if (sun_y < 0.0) // sun below horizon?
|
|
259
|
-
{
|
|
260
|
-
const s = clamp01(1.0 + sun_y * 50.0); // goes from 1 to 0 as the sun sets
|
|
261
|
-
const is = 1.0 - s;
|
|
262
|
-
|
|
263
|
-
// Emulate Preetham's zenith darkening
|
|
264
|
-
const darken = ZenithLuminance(Math.acos(sun_y), turbidity) / ZenithLuminance(HALF_PI, turbidity);
|
|
265
|
-
|
|
266
|
-
// Take C/E/F which control sun term to zero
|
|
267
|
-
for (let j = 0; j < 3; j++) {
|
|
268
|
-
mCoeffsXYZ[j * 9 + 3] *= s;
|
|
269
|
-
mCoeffsXYZ[j * 9 + 5] *= s;
|
|
270
|
-
mCoeffsXYZ[j * 9 + 6] *= s;
|
|
271
|
-
|
|
272
|
-
// Take horizon term H to zero, as it's an orange glow at this point
|
|
273
|
-
mCoeffsXYZ[j * 9 + 7] *= s;
|
|
274
|
-
|
|
275
|
-
// Take I term back to 1
|
|
276
|
-
mCoeffsXYZ[j * 9 + 2] *= s;
|
|
277
|
-
mCoeffsXYZ[j * 9 + 2] += is;
|
|
278
|
-
}
|
|
279
|
-
|
|
280
|
-
v3_scale_array(mRadXYZ, 0, mRadXYZ, 0, darken);
|
|
281
|
-
}
|
|
282
|
-
|
|
283
|
-
if (overcast !== 0.0) // Handle overcast term
|
|
284
|
-
{
|
|
285
|
-
const is = overcast;
|
|
286
|
-
const s = 1.0 - overcast; // goes to 0 as we go to overcast
|
|
287
|
-
|
|
288
|
-
// Hosek isn't self-normalising, unlike Preetham/CIE, which divides by PreethamLower().
|
|
289
|
-
// Thus when we lerp to the CIE overcast model, we get some non-linearities.
|
|
290
|
-
// We deal with this by using ratios of normalisation terms to balance.
|
|
291
|
-
// Another difference is that Hosek is relative to the average radiance,
|
|
292
|
-
// whereas CIE is the zenith radiance, so rather than taking the zenith
|
|
293
|
-
// as normalising as in CIE, we average over the zenith and two horizon
|
|
294
|
-
// points.
|
|
295
|
-
const cosGammaZ = sun_y;
|
|
296
|
-
const gammaZ = Math.acos(cosGammaZ);
|
|
297
|
-
const cosGammaH = sun_z;
|
|
298
|
-
const gammaHP = Math.acos(sun_z);
|
|
299
|
-
const gammaHN = Math.PI - gammaHP;
|
|
300
|
-
|
|
301
|
-
const sc0 = EvalHosekCoeffs(mCoeffsXYZ, 1 * 9, 1.0, gammaZ, cosGammaZ) * 2.0
|
|
302
|
-
+ EvalHosekCoeffs(mCoeffsXYZ, 1 * 9, 0.0, gammaHP, +cosGammaH)
|
|
303
|
-
+ EvalHosekCoeffs(mCoeffsXYZ, 1 * 9, 0.0, gammaHN, -cosGammaH);
|
|
304
|
-
|
|
305
|
-
for (let j = 0; j < 3; j++) {
|
|
306
|
-
// sun flare -> 0 strength/base chroma
|
|
307
|
-
// Take C/E/F which control sun term to zero
|
|
308
|
-
mCoeffsXYZ[j * 9 + 3] *= s;
|
|
309
|
-
mCoeffsXYZ[j * 9 + 5] *= s;
|
|
310
|
-
mCoeffsXYZ[j * 9 + 6] *= s;
|
|
311
|
-
|
|
312
|
-
// Take H back to 0
|
|
313
|
-
mCoeffsXYZ[j * 9 + 7] *= s;
|
|
314
|
-
|
|
315
|
-
// Take I term back to 1
|
|
316
|
-
mCoeffsXYZ[j * 9 + 2] *= s;
|
|
317
|
-
mCoeffsXYZ[j * 9 + 2] += is;
|
|
318
|
-
|
|
319
|
-
// Take A/B to CIE cloudy sky model: 4, -0.7
|
|
320
|
-
mCoeffsXYZ[j * 9 + 0] = lerp(mCoeffsXYZ[j * 9 + 0], 4.0, is);
|
|
321
|
-
mCoeffsXYZ[j * 9 + 1] = lerp(mCoeffsXYZ[j * 9 + 1], -0.7, is);
|
|
322
|
-
}
|
|
323
|
-
|
|
324
|
-
const sc1 = EvalHosekCoeffs(mCoeffsXYZ, 1 * 9, 1.0, gammaZ, cosGammaZ) * 2.0
|
|
325
|
-
+ EvalHosekCoeffs(mCoeffsXYZ, 1 * 9, 0.0, gammaHP, +cosGammaH)
|
|
326
|
-
+ EvalHosekCoeffs(mCoeffsXYZ, 1 * 9, 0.0, gammaHN, -cosGammaH);
|
|
327
|
-
|
|
328
|
-
const rescale = sc0 / sc1;
|
|
329
|
-
v3_scale_array(mRadXYZ, 0, mRadXYZ, 0, rescale);
|
|
330
|
-
|
|
331
|
-
|
|
332
|
-
// move back to white point
|
|
333
|
-
mRadXYZ[0] = lerp(mRadXYZ[0], mRadXYZ[1], is);
|
|
334
|
-
mRadXYZ[2] = lerp(mRadXYZ[2], mRadXYZ[1], is);
|
|
335
|
-
}
|
|
336
|
-
|
|
337
|
-
}
|
|
338
|
-
|
|
339
|
-
|
|
340
|
-
/**
|
|
341
|
-
*
|
|
342
|
-
* @param {number[]|Float32Array} out vec3 in RGB color space
|
|
343
|
-
* @param {number[]|Float32Array} mCoeffsXYZ float[3][9]
|
|
344
|
-
* @param {number[]|Float32Array} mRadXYZ vec3
|
|
345
|
-
* @param {number[]|Float32Array} mToSun vec3, direction to the sun, engine frame (+Y up)
|
|
346
|
-
* @param {number} direction_x
|
|
347
|
-
* @param {number} direction_y up axis (engine +Y up)
|
|
348
|
-
* @param {number} direction_z
|
|
349
|
-
*/
|
|
350
|
-
export function sky_hosek_compute_irradiance_by_direction(
|
|
351
|
-
out,
|
|
352
|
-
mCoeffsXYZ,
|
|
353
|
-
mRadXYZ,
|
|
354
|
-
mToSun,
|
|
355
|
-
direction_x,
|
|
356
|
-
direction_y,
|
|
357
|
-
direction_z,
|
|
358
|
-
) {
|
|
359
|
-
// Normalise the view direction so cosTheta stays a true cosine even when the
|
|
360
|
-
// caller passes a non-unit direction.
|
|
361
|
-
const direction_length = v3_length(direction_x, direction_y, direction_z);
|
|
362
|
-
const inv_direction_length = direction_length !== 0.0 ? 1.0 / direction_length : 0.0;
|
|
363
|
-
|
|
364
|
-
let cosTheta = direction_y * inv_direction_length;
|
|
365
|
-
|
|
366
|
-
// v3_cos_angle divides by both magnitudes and clamps to [-1, 1], so it
|
|
367
|
-
// is robust to non-unit inputs and gamma = acos(cosGamma) can never be NaN.
|
|
368
|
-
const cosGamma = v3_cos_angle(
|
|
369
|
-
mToSun[0], mToSun[1], mToSun[2],
|
|
370
|
-
direction_x, direction_y, direction_z
|
|
371
|
-
);
|
|
372
|
-
const gamma = Math.acos(cosGamma);
|
|
373
|
-
|
|
374
|
-
if (cosTheta < 0.0) {
|
|
375
|
-
// clamp angle
|
|
376
|
-
cosTheta = 0.0;
|
|
377
|
-
}
|
|
378
|
-
|
|
379
|
-
const x = EvalHosekCoeffs(mCoeffsXYZ, 0, cosTheta, gamma, cosGamma);
|
|
380
|
-
const y = EvalHosekCoeffs(mCoeffsXYZ, 9, cosTheta, gamma, cosGamma);
|
|
381
|
-
const z = EvalHosekCoeffs(mCoeffsXYZ, 18, cosTheta, gamma, cosGamma);
|
|
382
|
-
|
|
383
|
-
out[0] = x * mRadXYZ[0];
|
|
384
|
-
out[1] = y * mRadXYZ[1];
|
|
385
|
-
out[2] = z * mRadXYZ[2];
|
|
386
|
-
|
|
387
|
-
xyz_to_rgb(out, out);
|
|
388
|
-
}
|