@woosh/meep-engine 3.11.3 → 3.12.0

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 (401) hide show
  1. package/README.md +14 -18
  2. package/editor/SelectionVisualizer.js +127 -127
  3. package/editor/entity_world_bounds.js +27 -27
  4. package/editor/particles/rebuildParticleEmitter.js +31 -31
  5. package/editor/process/SymbolicDisplayProcess.js +1 -1
  6. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  7. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  8. package/editor/prototypeEditorShell.js +156 -156
  9. package/editor/selection/editor_pick.js +130 -130
  10. package/editor/selection/screen_rect_frustum.js +119 -119
  11. package/editor/tools/v2/TransformControls.js +971 -971
  12. package/package.json +1 -1
  13. package/src/engine/Engine.d.ts +3 -3
  14. package/src/engine/Engine.d.ts.map +1 -1
  15. package/src/engine/Engine.js +726 -726
  16. package/src/engine/EngineHarness.d.ts +1 -1
  17. package/src/engine/EngineHarness.js +590 -590
  18. package/src/engine/ecs/HIERARCHY_REVIEW.md +717 -717
  19. package/src/engine/ecs/terrain/ecs/BuildLightTexture.d.ts +1 -1
  20. package/src/engine/ecs/terrain/ecs/BuildLightTexture.js +27 -27
  21. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -5
  22. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  23. package/src/engine/ecs/terrain/ecs/Terrain.js +790 -790
  24. package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -129
  25. package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +1 -1
  26. package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -28
  27. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +1 -1
  28. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +428 -428
  29. package/src/engine/graphics/ecs/water/Water.d.ts +1 -1
  30. package/src/engine/graphics/ecs/water/Water.js +104 -104
  31. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +1 -1
  32. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1 -1
  33. package/src/engine/graphics3/AnimationGraphSystem.d.ts +65 -0
  34. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -0
  35. package/src/engine/graphics3/AnimationGraphSystem.js +329 -0
  36. package/src/engine/graphics3/AnimationGraphSystem3.d.ts +6 -61
  37. package/src/engine/graphics3/AnimationGraphSystem3.d.ts.map +1 -1
  38. package/src/engine/graphics3/AnimationGraphSystem3.js +6 -325
  39. package/src/engine/graphics3/AnimationSystem.d.ts +76 -0
  40. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -0
  41. package/src/engine/graphics3/AnimationSystem.js +352 -0
  42. package/src/engine/graphics3/AnimationSystem3.d.ts +6 -72
  43. package/src/engine/graphics3/AnimationSystem3.d.ts.map +1 -1
  44. package/src/engine/graphics3/AnimationSystem3.js +6 -348
  45. package/src/engine/graphics3/CameraSystem.d.ts +49 -0
  46. package/src/engine/graphics3/CameraSystem.d.ts.map +1 -0
  47. package/src/engine/graphics3/CameraSystem.js +170 -0
  48. package/src/engine/graphics3/CameraSystem3.d.ts +6 -45
  49. package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
  50. package/src/engine/graphics3/CameraSystem3.js +6 -166
  51. package/src/engine/graphics3/DebugDrawSystem.d.ts +72 -0
  52. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -0
  53. package/src/engine/graphics3/DebugDrawSystem.js +205 -0
  54. package/src/engine/graphics3/DebugDrawSystem3.d.ts +6 -68
  55. package/src/engine/graphics3/DebugDrawSystem3.d.ts.map +1 -1
  56. package/src/engine/graphics3/DebugDrawSystem3.js +6 -201
  57. package/src/engine/graphics3/DecalSystem.d.ts +81 -0
  58. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -0
  59. package/src/engine/graphics3/DecalSystem.js +441 -0
  60. package/src/engine/graphics3/DecalSystem3.d.ts +6 -77
  61. package/src/engine/graphics3/DecalSystem3.d.ts.map +1 -1
  62. package/src/engine/graphics3/DecalSystem3.js +6 -437
  63. package/src/engine/graphics3/FogOfWarSystem.d.ts +74 -0
  64. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -0
  65. package/src/engine/graphics3/FogOfWarSystem.js +265 -0
  66. package/src/engine/graphics3/FogOfWarSystem3.d.ts +6 -70
  67. package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +1 -1
  68. package/src/engine/graphics3/FogOfWarSystem3.js +6 -261
  69. package/src/engine/graphics3/GraphicsEngine.d.ts +340 -0
  70. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -0
  71. package/src/engine/graphics3/GraphicsEngine.js +790 -0
  72. package/src/engine/graphics3/GraphicsEngine3.d.ts +6 -336
  73. package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
  74. package/src/engine/graphics3/GraphicsEngine3.js +6 -786
  75. package/src/engine/graphics3/HighlightSystem.d.ts +82 -0
  76. package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -0
  77. package/src/engine/graphics3/HighlightSystem.js +241 -0
  78. package/src/engine/graphics3/HighlightSystem3.d.ts +6 -78
  79. package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
  80. package/src/engine/graphics3/HighlightSystem3.js +6 -237
  81. package/src/engine/graphics3/LightSystem.d.ts +40 -0
  82. package/src/engine/graphics3/LightSystem.d.ts.map +1 -0
  83. package/src/engine/graphics3/LightSystem.js +211 -0
  84. package/src/engine/graphics3/LightSystem3.d.ts +6 -36
  85. package/src/engine/graphics3/LightSystem3.d.ts.map +1 -1
  86. package/src/engine/graphics3/LightSystem3.js +6 -207
  87. package/src/engine/graphics3/MeshSystem.d.ts +106 -0
  88. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -0
  89. package/src/engine/graphics3/MeshSystem.js +647 -0
  90. package/src/engine/graphics3/MeshSystem3.d.ts +6 -102
  91. package/src/engine/graphics3/MeshSystem3.d.ts.map +1 -1
  92. package/src/engine/graphics3/MeshSystem3.js +6 -642
  93. package/src/engine/graphics3/ParticipatingMedia.d.ts +2 -2
  94. package/src/engine/graphics3/ParticipatingMedia.js +203 -203
  95. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +87 -0
  96. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -0
  97. package/src/engine/graphics3/ParticipatingMediaSystem.js +184 -0
  98. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +6 -83
  99. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -1
  100. package/src/engine/graphics3/ParticipatingMediaSystem3.js +6 -180
  101. package/src/engine/graphics3/ParticleEmitterSystem.d.ts +76 -0
  102. package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -0
  103. package/src/engine/graphics3/ParticleEmitterSystem.js +289 -0
  104. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +6 -72
  105. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
  106. package/src/engine/graphics3/ParticleEmitterSystem3.js +6 -285
  107. package/src/engine/graphics3/PathDisplaySystem.d.ts +70 -0
  108. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -0
  109. package/src/engine/graphics3/PathDisplaySystem.js +309 -0
  110. package/src/engine/graphics3/PathDisplaySystem3.d.ts +6 -66
  111. package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +1 -1
  112. package/src/engine/graphics3/PathDisplaySystem3.js +6 -305
  113. package/src/engine/graphics3/Pickable.d.ts +1 -1
  114. package/src/engine/graphics3/Pickable.js +65 -65
  115. package/src/engine/graphics3/PickingQuery.d.ts +1 -1
  116. package/src/engine/graphics3/PickingQuery.js +48 -48
  117. package/src/engine/graphics3/PickingSystem.d.ts +67 -0
  118. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -0
  119. package/src/engine/graphics3/PickingSystem.js +273 -0
  120. package/src/engine/graphics3/PickingSystem3.d.ts +6 -63
  121. package/src/engine/graphics3/PickingSystem3.d.ts.map +1 -1
  122. package/src/engine/graphics3/PickingSystem3.js +6 -269
  123. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +47 -0
  124. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -0
  125. package/src/engine/graphics3/ShadedGeometrySystem.js +169 -0
  126. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +6 -43
  127. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +1 -1
  128. package/src/engine/graphics3/ShadedGeometrySystem3.js +6 -165
  129. package/src/engine/graphics3/TerrainSystem.d.ts +80 -0
  130. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -0
  131. package/src/engine/graphics3/TerrainSystem.js +566 -0
  132. package/src/engine/graphics3/TerrainSystem3.d.ts +6 -76
  133. package/src/engine/graphics3/TerrainSystem3.d.ts.map +1 -1
  134. package/src/engine/graphics3/TerrainSystem3.js +6 -562
  135. package/src/engine/graphics3/TooltipComponentSystem.d.ts +65 -0
  136. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -0
  137. package/src/engine/graphics3/TooltipComponentSystem.js +328 -0
  138. package/src/engine/graphics3/TooltipComponentSystem3.d.ts +6 -61
  139. package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +1 -1
  140. package/src/engine/graphics3/TooltipComponentSystem3.js +6 -324
  141. package/src/engine/graphics3/Trail3DSystem.d.ts +73 -0
  142. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -0
  143. package/src/engine/graphics3/Trail3DSystem.js +221 -0
  144. package/src/engine/graphics3/Trail3DSystem3.d.ts +6 -69
  145. package/src/engine/graphics3/Trail3DSystem3.d.ts.map +1 -1
  146. package/src/engine/graphics3/Trail3DSystem3.js +6 -217
  147. package/src/engine/graphics3/VolumetricLightMap.d.ts +2 -2
  148. package/src/engine/graphics3/VolumetricLightMap.js +2 -2
  149. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts +98 -0
  150. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts.map +1 -0
  151. package/src/engine/graphics3/VolumetricLightMapSystem.js +261 -0
  152. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +6 -94
  153. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -1
  154. package/src/engine/graphics3/VolumetricLightMapSystem3.js +10 -261
  155. package/src/engine/graphics3/WaterSystem.d.ts +59 -0
  156. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -0
  157. package/src/engine/graphics3/WaterSystem.js +293 -0
  158. package/src/engine/graphics3/WaterSystem3.d.ts +6 -55
  159. package/src/engine/graphics3/WaterSystem3.d.ts.map +1 -1
  160. package/src/engine/graphics3/WaterSystem3.js +6 -289
  161. package/src/engine/graphics3/animation/AnimationGraphController.d.ts +1 -1
  162. package/src/engine/graphics3/animation/AnimationGraphController.js +518 -518
  163. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +1 -1
  164. package/src/engine/graphics3/animation/ClipListPlayer.js +263 -263
  165. package/src/engine/graphics3/animation/ClipPlayback.d.ts +2 -2
  166. package/src/engine/graphics3/animation/ClipPlayback.js +84 -84
  167. package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
  168. package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
  169. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
  170. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
  171. package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
  172. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
  173. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
  174. package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
  175. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
  176. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  177. package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
  178. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
  179. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
  180. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
  181. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
  182. package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
  183. package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
  184. package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
  185. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
  186. package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
  187. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  188. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +0 -1
  189. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
  190. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +0 -1
  191. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  192. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +133 -134
  193. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
  194. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
  195. package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
  196. package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
  197. package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
  198. package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
  199. package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
  200. package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
  201. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
  202. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
  203. package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
  204. package/src/shade/renderer/animation/shader_animation_tick.js +125 -126
  205. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
  206. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +98 -99
  207. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
  208. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +212 -213
  209. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
  210. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +120 -121
  211. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
  212. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +75 -76
  213. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  214. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +371 -372
  215. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
  216. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
  217. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
  218. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +0 -1
  219. package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +136 -136
  220. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
  221. package/src/shade/renderer/buffer/table/GPUDatabase.js +2 -3
  222. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +319 -319
  223. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
  224. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +41 -42
  225. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.d.ts.map +1 -1
  226. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.js +83 -84
  227. package/src/shade/renderer/dynamic/shader_dynamic_mesh.d.ts.map +1 -1
  228. package/src/shade/renderer/dynamic/shader_dynamic_mesh.js +177 -170
  229. package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +918 -918
  230. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +4 -4
  231. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -1
  232. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +121 -122
  233. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.js +774 -774
  234. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts +1 -1
  235. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts.map +1 -1
  236. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.js +69 -70
  237. package/src/shade/renderer/global_illumination/lpv/placement/graph_generate_probe_locations.js +367 -367
  238. package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lvp_atlas_to_sh.js +184 -184
  239. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -1115
  240. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -217
  241. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -1
  242. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +142 -143
  243. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -1
  244. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +0 -1
  245. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts.map +1 -1
  246. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +140 -141
  247. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.d.ts.map +1 -1
  248. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.js +0 -1
  249. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.d.ts.map +1 -1
  250. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.js +0 -1
  251. package/src/shade/renderer/light/cluster/cull/graph_cull_lights.d.ts.map +1 -1
  252. package/src/shade/renderer/light/cluster/cull/graph_cull_lights.js +191 -198
  253. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.d.ts +0 -6
  254. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.d.ts.map +1 -1
  255. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.js +120 -120
  256. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.d.ts +0 -4
  257. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.d.ts.map +1 -1
  258. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.js +112 -112
  259. package/src/shade/renderer/light/cluster/graph_assign_clsuters.d.ts.map +1 -1
  260. package/src/shade/renderer/light/cluster/graph_assign_clsuters.js +4 -7
  261. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.d.ts +0 -6
  262. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.d.ts.map +1 -1
  263. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.js +1 -1
  264. package/src/shade/renderer/lightmap/bake/raster/shader_lightmap_to_viz_buffer.js +222 -222
  265. package/src/shade/renderer/lightmap/bake/tile/shader_lightmap_tile_composit.js +81 -81
  266. package/src/shade/renderer/material/GPUMaterialContext.js +380 -380
  267. package/src/shade/renderer/material/standard/fragment_gbuffer_vt.js +169 -169
  268. package/src/shade/renderer/object_property/shader_object_property_process.d.ts.map +1 -1
  269. package/src/shade/renderer/object_property/shader_object_property_process.js +83 -84
  270. package/src/shade/renderer/object_property/shader_refresh_all_mesh_bounds.d.ts.map +1 -1
  271. package/src/shade/renderer/object_property/shader_refresh_all_mesh_bounds.js +57 -58
  272. package/src/shade/renderer/particles/prototypeParticleSystem.js +2 -3
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  376. package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +3 -3
  377. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +2 -2
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  393. package/src/view/minimap/Minimap.d.ts +2 -2
  394. package/src/view/minimap/Minimap.d.ts.map +1 -1
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  396. package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
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@@ -1,198 +1,191 @@
1
- import { BufferResourceDescriptor } from "../../../../device/graph/BufferResourceDescriptor.js";
2
- import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
- import {
4
- shader_cull_point_lights_frustum,
5
- shader_cull_spot_lights_frustum,
6
- SHADER_CULL_LIGHTS_FRUSTUM_WORKGROUP_SIZE
7
- } from "./shader_cull_lights_frustum.js";
8
- import { shader_cull_lights_hzb, SHADER_CULL_LIGHTS_HZB_WORKGROUP_SIZE } from "./shader_cull_lights_hzb.js";
9
-
10
- /**
11
- * Maximum number of lights we can filter through
12
- * @type {number}
13
- */
14
- const LIGHT_LIMIT = 16383; // note 2^14-1, the -1 is to accommodate the counter while maintaining alignment
15
-
16
-
17
- const OUTPUT_DESCRIPTOR = BufferResourceDescriptor.from(
18
- u32.size * (1 + LIGHT_LIMIT), // 64k
19
- GPUBufferUsage.STORAGE,
20
- 0, 16, // clear light count
21
- );
22
-
23
- /**
24
- * How many lights are eligible for clustered shading on this frame? Directional
25
- * lights are excluded — they are global and not bound to any cluster.
26
- *
27
- * @param {GPULightCollection} lights
28
- * @returns {number}
29
- */
30
- function clusterable_light_count(lights) {
31
- const source = lights.source.elements;
32
- let count = 0;
33
-
34
- for (let i = 0; i < source.length; i++) {
35
- const light = source[i];
36
-
37
- if (light.isPointLight === true || light.isSpotLight === true) {
38
- count++;
39
- }
40
- }
41
-
42
- return count;
43
- }
44
-
45
- /**
46
- *
47
- * @param {GPULightCollection} lights
48
- * @param {GPUCameraContext} camera
49
- * @param {FrameGraph} graph
50
- * @return {number}
51
- */
52
- function graph_cull_lights_frustum({ lights, camera, graph }) {
53
- /**
54
- *
55
- * @param data
56
- * @param {FramePassResources} resources
57
- * @param {GraphicsExecutionContext} context
58
- */
59
- function execute(data, resources, context) {
60
-
61
- const output = resources.get(data.output);
62
-
63
- // Per-thread dispatch one thread per (page, in_page_slot)
64
- // pair, sized to the table's currently allocated capacity.
65
- // Threads landing on unallocated pages or unoccupied slots
66
- // early-return; visible lights are atomically appended to
67
- // the output buffer.
68
- const point_table = lights.database.get('light_point');
69
- const spot_table = lights.database.get('light_spot');
70
- const point_thread_count = point_table.dispatch_page_count * point_table.descriptor.elements_per_page;
71
- const spot_thread_count = spot_table.dispatch_page_count * spot_table.descriptor.elements_per_page;
72
-
73
- if (point_thread_count > 0) {
74
- shader_cull_point_lights_frustum.dispatch({
75
- encoder: context.encoder,
76
- bindings: {
77
- camera: camera.buffer,
78
- light_data: lights.buffer_data,
79
- output,
80
- },
81
- group_count_x: Math.ceil(point_thread_count / SHADER_CULL_LIGHTS_FRUSTUM_WORKGROUP_SIZE),
82
- });
83
- }
84
-
85
- if (spot_thread_count > 0) {
86
- shader_cull_spot_lights_frustum.dispatch({
87
- encoder: context.encoder,
88
- bindings: {
89
- camera: camera.buffer,
90
- light_data: lights.buffer_data,
91
- output,
92
- },
93
- group_count_x: Math.ceil(spot_thread_count / SHADER_CULL_LIGHTS_FRUSTUM_WORKGROUP_SIZE),
94
- });
95
- }
96
-
97
- }
98
-
99
- const data = {};
100
-
101
- const pass = graph.add("cull lights / frustum", data, execute);
102
-
103
- data.output = pass.create("list", OUTPUT_DESCRIPTOR);
104
-
105
- return data.output;
106
- }
107
-
108
-
109
- /**
110
- *
111
- * @param {number} list
112
- * @param {GPULightCollection} lights
113
- * @param {GPUCameraContext} camera
114
- * @param {FrameGraph} graph
115
- * @param {number} hzb
116
- * @return {number}
117
- */
118
- function graph_cull_lights_hzb({
119
- list,
120
- lights,
121
- camera,
122
- graph,
123
- hzb
124
- }) {
125
- /**
126
- *
127
- * @param data
128
- * @param {FramePassResources} resources
129
- * @param {GraphicsExecutionContext} context
130
- */
131
- function execute(data, resources, context) {
132
-
133
- const input = resources.get(data.input);
134
- const output = resources.get(data.output);
135
- const hzb = resources.get(data.hzb);
136
-
137
- const candidate_count = clusterable_light_count(lights);
138
-
139
- if (candidate_count <= 0) {
140
- // TODO should use indirect dispatch
141
- // no culling work
142
- return;
143
- }
144
-
145
- // TODO use indirect dispatch
146
- const group_count = Math.ceil(candidate_count / SHADER_CULL_LIGHTS_HZB_WORKGROUP_SIZE);
147
-
148
- shader_cull_lights_hzb.dispatch({
149
- encoder: context.encoder,
150
- bindings: {
151
- texture_hzb: hzb,
152
- camera: camera.buffer,
153
- input,
154
- light_data: lights.buffer_data,
155
- output,
156
- },
157
- group_count_x: group_count,
158
- });
159
-
160
- }
161
-
162
- const data = {};
163
-
164
- const pass = graph.add("cull lights / HZB", data, execute);
165
-
166
- data.input = pass.read(list);
167
- data.hzb = pass.read(hzb);
168
- data.output = pass.create("output", OUTPUT_DESCRIPTOR);
169
-
170
- return data.output;
171
- }
172
-
173
- /**
174
- *
175
- * @param {FrameGraph} graph
176
- * @param {GPULightCollection} lights
177
- * @param {GPUCameraContext} camera
178
- * @param {number} hzb
179
- */
180
- export function graph_cull_lights({
181
- graph,
182
- lights,
183
- camera,
184
- hzb,
185
- }) {
186
-
187
- // TODO cull useless lights where radius is <= 0 or total luma is <= 0
188
-
189
- let culled = graph_cull_lights_frustum({ lights, camera, graph });
190
-
191
- return graph_cull_lights_hzb({
192
- list: culled,
193
- lights,
194
- camera,
195
- graph,
196
- hzb,
197
- });
198
- }
1
+ import { BufferResourceDescriptor } from "../../../../device/graph/BufferResourceDescriptor.js";
2
+ import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
+ import {
4
+ shader_cull_point_lights_frustum,
5
+ shader_cull_spot_lights_frustum
6
+ } from "./shader_cull_lights_frustum.js";
7
+ import { shader_cull_lights_hzb } from "./shader_cull_lights_hzb.js";
8
+
9
+ /**
10
+ * Maximum number of lights we can filter through
11
+ * @type {number}
12
+ */
13
+ const LIGHT_LIMIT = 16383; // note 2^14-1, the -1 is to accommodate the counter while maintaining alignment
14
+
15
+
16
+ const OUTPUT_DESCRIPTOR = BufferResourceDescriptor.from(
17
+ u32.size * (1 + LIGHT_LIMIT), // 64k
18
+ GPUBufferUsage.STORAGE,
19
+ 0, 16, // clear light count
20
+ );
21
+
22
+ /**
23
+ * How many lights are eligible for clustered shading on this frame? Directional
24
+ * lights are excluded — they are global and not bound to any cluster.
25
+ *
26
+ * @param {GPULightCollection} lights
27
+ * @returns {number}
28
+ */
29
+ function clusterable_light_count(lights) {
30
+ const source = lights.source.elements;
31
+ let count = 0;
32
+
33
+ for (let i = 0; i < source.length; i++) {
34
+ const light = source[i];
35
+
36
+ if (light.isPointLight === true || light.isSpotLight === true) {
37
+ count++;
38
+ }
39
+ }
40
+
41
+ return count;
42
+ }
43
+
44
+ /**
45
+ *
46
+ * @param {GPULightCollection} lights
47
+ * @param {GPUCameraContext} camera
48
+ * @param {FrameGraph} graph
49
+ * @return {number}
50
+ */
51
+ function graph_cull_lights_frustum({ lights, camera, graph }) {
52
+ /**
53
+ *
54
+ * @param data
55
+ * @param {FramePassResources} resources
56
+ * @param {GraphicsExecutionContext} context
57
+ */
58
+ function execute(data, resources, context) {
59
+
60
+ const output = resources.get(data.output);
61
+
62
+ // Per-thread dispatch — one thread per (page, in_page_slot)
63
+ // pair, sized to the table's currently allocated capacity.
64
+ // Threads landing on unallocated pages or unoccupied slots
65
+ // early-return; visible lights are atomically appended to
66
+ // the output buffer.
67
+ const point_table = lights.database.get('light_point');
68
+ const spot_table = lights.database.get('light_spot');
69
+ const point_thread_count = point_table.dispatch_page_count * point_table.descriptor.elements_per_page;
70
+ const spot_thread_count = spot_table.dispatch_page_count * spot_table.descriptor.elements_per_page;
71
+
72
+ shader_cull_point_lights_frustum.dispatchThreads({
73
+ encoder: context.encoder,
74
+ bindings: {
75
+ camera: camera.buffer,
76
+ light_data: lights.buffer_data,
77
+ output,
78
+ },
79
+ thread_count_x: point_thread_count,
80
+ });
81
+
82
+ shader_cull_spot_lights_frustum.dispatchThreads({
83
+ encoder: context.encoder,
84
+ bindings: {
85
+ camera: camera.buffer,
86
+ light_data: lights.buffer_data,
87
+ output,
88
+ },
89
+ thread_count_x: spot_thread_count,
90
+ });
91
+
92
+ }
93
+
94
+ const data = {};
95
+
96
+ const pass = graph.add("cull lights / frustum", data, execute);
97
+
98
+ data.output = pass.create("list", OUTPUT_DESCRIPTOR);
99
+
100
+ return data.output;
101
+ }
102
+
103
+
104
+ /**
105
+ *
106
+ * @param {number} list
107
+ * @param {GPULightCollection} lights
108
+ * @param {GPUCameraContext} camera
109
+ * @param {FrameGraph} graph
110
+ * @param {number} hzb
111
+ * @return {number}
112
+ */
113
+ function graph_cull_lights_hzb({
114
+ list,
115
+ lights,
116
+ camera,
117
+ graph,
118
+ hzb
119
+ }) {
120
+ /**
121
+ *
122
+ * @param data
123
+ * @param {FramePassResources} resources
124
+ * @param {GraphicsExecutionContext} context
125
+ */
126
+ function execute(data, resources, context) {
127
+
128
+ const input = resources.get(data.input);
129
+ const output = resources.get(data.output);
130
+ const hzb = resources.get(data.hzb);
131
+
132
+ const candidate_count = clusterable_light_count(lights);
133
+
134
+ if (candidate_count <= 0) {
135
+ // TODO should use indirect dispatch
136
+ // no culling work
137
+ return;
138
+ }
139
+
140
+ // TODO use indirect dispatch
141
+ shader_cull_lights_hzb.dispatchThreads({
142
+ encoder: context.encoder,
143
+ bindings: {
144
+ texture_hzb: hzb,
145
+ camera: camera.buffer,
146
+ input,
147
+ light_data: lights.buffer_data,
148
+ output,
149
+ },
150
+ thread_count_x: candidate_count,
151
+ });
152
+
153
+ }
154
+
155
+ const data = {};
156
+
157
+ const pass = graph.add("cull lights / HZB", data, execute);
158
+
159
+ data.input = pass.read(list);
160
+ data.hzb = pass.read(hzb);
161
+ data.output = pass.create("output", OUTPUT_DESCRIPTOR);
162
+
163
+ return data.output;
164
+ }
165
+
166
+ /**
167
+ *
168
+ * @param {FrameGraph} graph
169
+ * @param {GPULightCollection} lights
170
+ * @param {GPUCameraContext} camera
171
+ * @param {number} hzb
172
+ */
173
+ export function graph_cull_lights({
174
+ graph,
175
+ lights,
176
+ camera,
177
+ hzb,
178
+ }) {
179
+
180
+ // TODO cull useless lights where radius is <= 0 or total luma is <= 0
181
+
182
+ let culled = graph_cull_lights_frustum({ lights, camera, graph });
183
+
184
+ return graph_cull_lights_hzb({
185
+ list: culled,
186
+ lights,
187
+ camera,
188
+ graph,
189
+ hzb,
190
+ });
191
+ }
@@ -1,9 +1,3 @@
1
- /**
2
- * Workgroup size used by both point/spot cull dispatches; the host
3
- * sizes the dispatch as ceil(dispatch_page_count * elements_per_page / WORKGROUP_SIZE).
4
- * @type {number}
5
- */
6
- export const SHADER_CULL_LIGHTS_FRUSTUM_WORKGROUP_SIZE: number;
7
1
  export const shader_cull_point_lights_frustum: ComputeShader;
8
2
  export const shader_cull_spot_lights_frustum: ComputeShader;
9
3
  export const shader_cull_lights_frustum: ComputeShader;
@@ -1 +1 @@
1
- {"version":3,"file":"shader_cull_lights_frustum.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.js"],"names":[],"mappings":"AAkBA;;;;GAIG;AACH,wDAFU,MAAM,CAE2E;AA2E3F,6DAQG;AAEH,4DAQG;AAGH,uDAA2E;8BAzG7C,kCAAkC"}
1
+ {"version":3,"file":"shader_cull_lights_frustum.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.js"],"names":[],"mappings":"AAkGA,6DAQG;AAEH,4DAQG;AAGH,uDAA2E;8BAzG7C,kCAAkC"}
@@ -1,120 +1,120 @@
1
- import { atomic_u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
3
- import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
4
- import { CAMERA_UNIFORM_STRUCT } from "../../../camera/CAMERA_UNIFORM_STRUCT.js";
5
- import {
6
- chunk_point_light_intersects_frustum
7
- } from "../../../shader/chunk/light/cull/chunk_point_light_intersects_frustum.js";
8
- import {
9
- chunk_spot_light_intersects_frustum
10
- } from "../../../shader/chunk/light/cull/chunk_spot_light_intersects_frustum.js";
11
- import { chunk_point_lights_iterate } from "../../../shader/chunk/light/io/chunk_point_lights_iterate.js";
12
- import { chunk_spot_lights_iterate } from "../../../shader/chunk/light/io/chunk_spot_lights_iterate.js";
13
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
14
- import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
15
- import { ComputeShader } from "../../../shader/ComputeShader.js";
16
- import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
17
- import { CLUSTER_LIGHT_TYPE, chunk_cluster_light_tuple } from "../CLUSTER_LIGHT_TYPE.js";
18
-
19
- /**
20
- * Workgroup size used by both point/spot cull dispatches; the host
21
- * sizes the dispatch as ceil(dispatch_page_count * elements_per_page / WORKGROUP_SIZE).
22
- * @type {number}
23
- */
24
- export const SHADER_CULL_LIGHTS_FRUSTUM_WORKGROUP_SIZE = COMPUTE_SHADER_DEFAULT_GROUP_SIZE;
25
-
26
- const OUTPUT_STRUCT = WebGPUStruct.from({
27
- offset: atomic_u32,
28
- data: WebGPUArray.u32
29
- });
30
-
31
- // One thread per (page_index, in_page_slot) pair. Threads whose page
32
- // is unallocated or whose occupancy bit is clear early-return — no
33
- // workgroup memory, scales with the table's allocated capacity rather
34
- // than a hardcoded cap.
35
- function build_cull_shader({ label, prefix_upper, prefix_lower, intersects_chunk, intersects_fn, cluster_type, iterate_chunk }) {
36
- const resources = new ShaderResourceSetDescriptor();
37
- resources.createGroup()
38
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
39
-
40
- resources.createGroup()
41
- .addStorageBuffer("light_data", WebGPUArray.u32)
42
-
43
- resources.createGroup()
44
- .addStorageBuffer("output", OUTPUT_STRUCT, true)
45
-
46
- const body = CodeChunk.from(
47
- //language=WGSL
48
- `
49
- @compute @workgroup_size(${SHADER_CULL_LIGHTS_FRUSTUM_WORKGROUP_SIZE}, 1, 1)
50
- fn main(
51
- @builtin(global_invocation_id) global_id : vec3<u32>
52
- ) {
53
- let id = global_id.x;
54
- let page_index = id / ${prefix_upper}_ELEMENTS_PER_PAGE;
55
- let in_page_slot = id % ${prefix_upper}_ELEMENTS_PER_PAGE;
56
-
57
- if (page_index >= ${prefix_upper}_PAGE_LIMIT) {
58
- return;
59
- }
60
-
61
- let page_address = ${prefix_lower}_page_address(&light_data, page_index);
62
- if (page_address == ~0u) {
63
- return;
64
- }
65
-
66
- let word_index = in_page_slot >> 5u;
67
- let bit = in_page_slot & 31u;
68
- let bitmap_word = ${prefix_lower}_page_bitmap_word(&light_data, page_address, word_index);
69
- if ((bitmap_word & (1u << bit)) == 0u) {
70
- return;
71
- }
72
-
73
- let light_index = ${prefix_lower}_slot_to_index(page_index, in_page_slot);
74
- if (!${intersects_fn}(&light_data, light_index, camera.frustum)) {
75
- return;
76
- }
77
-
78
- let packed_id = cluster_light_tuple_pack(light_index, ${cluster_type}u);
79
- let destination = atomicAdd(&output.offset, 1u);
80
-
81
- if (destination < arrayLength(&output.data)) {
82
- output.data[destination] = packed_id;
83
- }
84
- }
85
- `, [
86
- chunk_cluster_light_tuple,
87
- iterate_chunk,
88
- intersects_chunk,
89
- ]
90
- );
91
-
92
- return ComputeShader.from({
93
- label,
94
- body,
95
- resources,
96
- });
97
- }
98
-
99
- export const shader_cull_point_lights_frustum = build_cull_shader({
100
- label: "cull point lights frustum",
101
- prefix_upper: "POINT_LIGHTS",
102
- prefix_lower: "point_lights",
103
- intersects_chunk: chunk_point_light_intersects_frustum,
104
- intersects_fn: "point_light_intersects_frustum",
105
- cluster_type: CLUSTER_LIGHT_TYPE.Point,
106
- iterate_chunk: chunk_point_lights_iterate,
107
- });
108
-
109
- export const shader_cull_spot_lights_frustum = build_cull_shader({
110
- label: "cull spot lights frustum",
111
- prefix_upper: "SPOT_LIGHTS",
112
- prefix_lower: "spot_lights",
113
- intersects_chunk: chunk_spot_light_intersects_frustum,
114
- intersects_fn: "spot_light_intersects_frustum",
115
- cluster_type: CLUSTER_LIGHT_TYPE.Spot,
116
- iterate_chunk: chunk_spot_lights_iterate,
117
- });
118
-
119
- // Compatibility re-export — graph_cull_lights still imports this name.
120
- export const shader_cull_lights_frustum = shader_cull_point_lights_frustum;
1
+ import { atomic_u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
3
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
4
+ import { CAMERA_UNIFORM_STRUCT } from "../../../camera/CAMERA_UNIFORM_STRUCT.js";
5
+ import {
6
+ chunk_point_light_intersects_frustum
7
+ } from "../../../shader/chunk/light/cull/chunk_point_light_intersects_frustum.js";
8
+ import {
9
+ chunk_spot_light_intersects_frustum
10
+ } from "../../../shader/chunk/light/cull/chunk_spot_light_intersects_frustum.js";
11
+ import { chunk_point_lights_iterate } from "../../../shader/chunk/light/io/chunk_point_lights_iterate.js";
12
+ import { chunk_spot_lights_iterate } from "../../../shader/chunk/light/io/chunk_spot_lights_iterate.js";
13
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
14
+ import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
15
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
16
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
17
+ import { CLUSTER_LIGHT_TYPE, chunk_cluster_light_tuple } from "../CLUSTER_LIGHT_TYPE.js";
18
+
19
+ /**
20
+ * Workgroup size used by both point/spot cull entry points. Interpolated into the WGSL below, which
21
+ * is where the size is stated; the host reads it back off the shader and dispatches in threads.
22
+ * @type {number}
23
+ */
24
+ const SHADER_CULL_LIGHTS_FRUSTUM_WORKGROUP_SIZE = COMPUTE_SHADER_DEFAULT_GROUP_SIZE;
25
+
26
+ const OUTPUT_STRUCT = WebGPUStruct.from({
27
+ offset: atomic_u32,
28
+ data: WebGPUArray.u32
29
+ });
30
+
31
+ // One thread per (page_index, in_page_slot) pair. Threads whose page
32
+ // is unallocated or whose occupancy bit is clear early-return — no
33
+ // workgroup memory, scales with the table's allocated capacity rather
34
+ // than a hardcoded cap.
35
+ function build_cull_shader({ label, prefix_upper, prefix_lower, intersects_chunk, intersects_fn, cluster_type, iterate_chunk }) {
36
+ const resources = new ShaderResourceSetDescriptor();
37
+ resources.createGroup()
38
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
39
+
40
+ resources.createGroup()
41
+ .addStorageBuffer("light_data", WebGPUArray.u32)
42
+
43
+ resources.createGroup()
44
+ .addStorageBuffer("output", OUTPUT_STRUCT, true)
45
+
46
+ const body = CodeChunk.from(
47
+ //language=WGSL
48
+ `
49
+ @compute @workgroup_size(${SHADER_CULL_LIGHTS_FRUSTUM_WORKGROUP_SIZE}, 1, 1)
50
+ fn main(
51
+ @builtin(global_invocation_id) global_id : vec3<u32>
52
+ ) {
53
+ let id = global_id.x;
54
+ let page_index = id / ${prefix_upper}_ELEMENTS_PER_PAGE;
55
+ let in_page_slot = id % ${prefix_upper}_ELEMENTS_PER_PAGE;
56
+
57
+ if (page_index >= ${prefix_upper}_PAGE_LIMIT) {
58
+ return;
59
+ }
60
+
61
+ let page_address = ${prefix_lower}_page_address(&light_data, page_index);
62
+ if (page_address == ~0u) {
63
+ return;
64
+ }
65
+
66
+ let word_index = in_page_slot >> 5u;
67
+ let bit = in_page_slot & 31u;
68
+ let bitmap_word = ${prefix_lower}_page_bitmap_word(&light_data, page_address, word_index);
69
+ if ((bitmap_word & (1u << bit)) == 0u) {
70
+ return;
71
+ }
72
+
73
+ let light_index = ${prefix_lower}_slot_to_index(page_index, in_page_slot);
74
+ if (!${intersects_fn}(&light_data, light_index, camera.frustum)) {
75
+ return;
76
+ }
77
+
78
+ let packed_id = cluster_light_tuple_pack(light_index, ${cluster_type}u);
79
+ let destination = atomicAdd(&output.offset, 1u);
80
+
81
+ if (destination < arrayLength(&output.data)) {
82
+ output.data[destination] = packed_id;
83
+ }
84
+ }
85
+ `, [
86
+ chunk_cluster_light_tuple,
87
+ iterate_chunk,
88
+ intersects_chunk,
89
+ ]
90
+ );
91
+
92
+ return ComputeShader.from({
93
+ label,
94
+ body,
95
+ resources,
96
+ });
97
+ }
98
+
99
+ export const shader_cull_point_lights_frustum = build_cull_shader({
100
+ label: "cull point lights frustum",
101
+ prefix_upper: "POINT_LIGHTS",
102
+ prefix_lower: "point_lights",
103
+ intersects_chunk: chunk_point_light_intersects_frustum,
104
+ intersects_fn: "point_light_intersects_frustum",
105
+ cluster_type: CLUSTER_LIGHT_TYPE.Point,
106
+ iterate_chunk: chunk_point_lights_iterate,
107
+ });
108
+
109
+ export const shader_cull_spot_lights_frustum = build_cull_shader({
110
+ label: "cull spot lights frustum",
111
+ prefix_upper: "SPOT_LIGHTS",
112
+ prefix_lower: "spot_lights",
113
+ intersects_chunk: chunk_spot_light_intersects_frustum,
114
+ intersects_fn: "spot_light_intersects_frustum",
115
+ cluster_type: CLUSTER_LIGHT_TYPE.Spot,
116
+ iterate_chunk: chunk_spot_lights_iterate,
117
+ });
118
+
119
+ // Compatibility re-export — graph_cull_lights still imports this name.
120
+ export const shader_cull_lights_frustum = shader_cull_point_lights_frustum;
@@ -1,7 +1,3 @@
1
- /**
2
- * @type {number}
3
- */
4
- export const SHADER_CULL_LIGHTS_HZB_WORKGROUP_SIZE: number;
5
1
  export const shader_cull_lights_hzb: ComputeShader;
6
2
  import { ComputeShader } from "../../../shader/ComputeShader.js";
7
3
  //# sourceMappingURL=shader_cull_lights_hzb.d.ts.map