@woosh/meep-engine 3.2.0 → 3.4.0

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 (893) hide show
  1. package/editor/process/SymbolicDisplayProcess.js +106 -106
  2. package/editor/process/symbolic/{SoundEmitterSymbolicDisplay.js → AudioEmitterSymbolicDisplay.js} +67 -57
  3. package/package.json +94 -94
  4. package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +110 -102
  5. package/src/avif/encoder_worker.js +5 -18
  6. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts +54 -0
  7. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts.map +1 -1
  8. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.js +10 -3
  9. package/src/core/color/PQ/PQ_constants.d.ts +43 -0
  10. package/src/core/color/PQ/PQ_constants.d.ts.map +1 -0
  11. package/src/core/color/PQ/PQ_constants.js +50 -0
  12. package/src/core/color/PQ/PQ_to_linear.d.ts +24 -0
  13. package/src/core/color/PQ/PQ_to_linear.d.ts.map +1 -0
  14. package/src/core/color/PQ/PQ_to_linear.js +35 -0
  15. package/src/core/color/PQ/linear_to_PQ.d.ts +27 -0
  16. package/src/core/color/PQ/linear_to_PQ.d.ts.map +1 -0
  17. package/src/core/color/PQ/linear_to_PQ.js +32 -0
  18. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.d.ts +32 -0
  19. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.d.ts.map +1 -0
  20. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.js +59 -0
  21. package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.d.ts +26 -0
  22. package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.d.ts.map +1 -0
  23. package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.js +55 -0
  24. package/src/engine/EntityCreator.d.ts +19 -11
  25. package/src/engine/EntityCreator.d.ts.map +1 -1
  26. package/src/engine/EntityCreator.js +116 -94
  27. package/src/engine/achievements/AchievementManager.d.ts.map +1 -1
  28. package/src/engine/achievements/AchievementManager.js +437 -433
  29. package/src/engine/animation/AnimatedActions.d.ts +6 -1
  30. package/src/engine/animation/AnimatedActions.d.ts.map +1 -1
  31. package/src/engine/animation/AnimatedActions.js +111 -81
  32. package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
  33. package/src/engine/animation/AnimationUtils.js +234 -252
  34. package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +275 -269
  35. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  36. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +290 -265
  37. package/src/engine/ecs/util/hideEntityGracefully.d.ts.map +1 -1
  38. package/src/engine/ecs/util/hideEntityGracefully.js +196 -208
  39. package/src/engine/graphics3/VolumetricLightMap.d.ts +90 -0
  40. package/src/engine/graphics3/VolumetricLightMap.d.ts.map +1 -0
  41. package/src/engine/graphics3/VolumetricLightMap.js +160 -0
  42. package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.d.ts +32 -0
  43. package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.d.ts.map +1 -0
  44. package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.js +67 -0
  45. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +98 -0
  46. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -0
  47. package/src/engine/graphics3/VolumetricLightMapSystem3.js +261 -0
  48. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts +3 -1
  49. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts.map +1 -1
  50. package/src/engine/intelligence/behavior/primitive/ActionBehavior.js +4 -2
  51. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  52. package/src/engine/sound/SOUND_EMITTER_RETIREMENT_PLAN.md +536 -0
  53. package/src/engine/sound/SoundEngine.d.ts +2 -2
  54. package/src/engine/sound/SoundEngine.js +124 -124
  55. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts +20 -0
  56. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts.map +1 -1
  57. package/src/engine/sound/ecs/audio/AudioEmitter.js +25 -2
  58. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts +6 -6
  59. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts.map +1 -1
  60. package/src/engine/sound/ecs/audio/AudioEmitterSystem.js +338 -314
  61. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts +143 -0
  62. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts.map +1 -0
  63. package/src/engine/sound/ecs/trigger/AudioEventTrigger.js +191 -0
  64. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts +33 -0
  65. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts.map +1 -0
  66. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.js +81 -0
  67. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts +65 -0
  68. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts.map +1 -0
  69. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.js +184 -0
  70. package/src/engine/sound/sopra/IMPLEMENTATION_PLAN.md +999 -993
  71. package/src/engine/sound/sopra/README.md +644 -643
  72. package/src/engine/sound/sopra/SopraEngine.d.ts +2 -2
  73. package/src/engine/sound/sopra/SopraEngine.js +432 -432
  74. package/src/engine/sound/sopra/legacy/SoundAttenuationFunction.d.ts.map +1 -0
  75. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.d.ts +3 -3
  76. package/src/engine/sound/sopra/legacy/SoundController.d.ts.map +1 -0
  77. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.js +176 -176
  78. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.d.ts +11 -27
  79. package/src/engine/sound/sopra/legacy/SoundEmitter.d.ts.map +1 -0
  80. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.js +352 -382
  81. package/src/engine/sound/sopra/legacy/SoundEmitterFlags.d.ts.map +1 -0
  82. package/src/engine/sound/sopra/legacy/SoundEmitterSerializationAdapter.d.ts.map +1 -0
  83. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts.map +1 -1
  84. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts.map +1 -1
  85. package/src/engine/sound/sopra/legacy/SoundPanningModelType.d.ts.map +1 -0
  86. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.d.ts +11 -55
  87. package/src/engine/sound/sopra/legacy/SoundTrack.d.ts.map +1 -0
  88. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.js +278 -357
  89. package/src/engine/sound/sopra/legacy/SoundTrackFlags.d.ts.map +1 -0
  90. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts +34 -0
  91. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts.map +1 -0
  92. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.js +279 -0
  93. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts +3 -3
  94. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts.map +1 -1
  95. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.js +122 -122
  96. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  97. package/src/shade/device/mock/SoftwareGPUDevice.js +7 -1
  98. package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
  99. package/src/shade/device/timing/GPUTimerArray.js +10 -0
  100. package/src/shade/playground/add_random_meshes.d.ts +19 -3
  101. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  102. package/src/shade/playground/add_random_meshes.js +132 -84
  103. package/src/shade/playground/bvh_repro/README.md +57 -0
  104. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts +33 -0
  105. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts.map +1 -0
  106. package/src/shade/playground/bvh_repro/bvh_repro_device.js +90 -0
  107. package/src/shade/playground/bvh_repro/index.html +124 -0
  108. package/src/shade/playground/bvh_repro/main.d.ts.map +1 -0
  109. package/src/shade/playground/bvh_repro/main.js +254 -0
  110. package/src/shade/playground/load_default_environment.d.ts +10 -1
  111. package/src/shade/playground/load_default_environment.d.ts.map +1 -1
  112. package/src/shade/playground/load_default_environment.js +44 -20
  113. package/src/shade/playground/make_playground_asset_manager.d.ts +16 -0
  114. package/src/shade/playground/make_playground_asset_manager.d.ts.map +1 -0
  115. package/src/shade/playground/make_playground_asset_manager.js +33 -0
  116. package/src/shade/playground/skinned_blas_refit/README.md +103 -0
  117. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts +47 -0
  118. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts.map +1 -0
  119. package/src/shade/playground/skinned_blas_refit/add_floor.js +71 -0
  120. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts +28 -0
  121. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts.map +1 -0
  122. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.js +745 -0
  123. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts +30 -0
  124. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts.map +1 -0
  125. package/src/shade/playground/skinned_blas_refit/flat_environment.js +67 -0
  126. package/src/shade/playground/skinned_blas_refit/index.html +168 -0
  127. package/src/shade/playground/skinned_blas_refit/main.d.ts +8 -0
  128. package/src/shade/playground/skinned_blas_refit/main.d.ts.map +1 -0
  129. package/src/shade/playground/skinned_blas_refit/main.js +502 -0
  130. package/src/shade/playground/skinned_blas_refit/place_character.d.ts +81 -0
  131. package/src/shade/playground/skinned_blas_refit/place_character.d.ts.map +1 -0
  132. package/src/shade/playground/skinned_blas_refit/place_character.js +116 -0
  133. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +21 -0
  134. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -0
  135. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +104 -0
  136. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts +23 -0
  137. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -0
  138. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +94 -0
  139. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +26 -0
  140. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -0
  141. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +134 -0
  142. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts +40 -0
  143. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts.map +1 -0
  144. package/src/shade/playground/skinned_blas_refit/sweep_views.js +135 -0
  145. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts +31 -0
  146. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts.map +1 -0
  147. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.js +240 -0
  148. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +20 -0
  149. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -0
  150. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -0
  151. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +50 -0
  152. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -0
  153. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +366 -0
  154. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +17 -0
  155. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -0
  156. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -0
  157. package/src/shade/playground/sponza_path_trace/README.md +57 -0
  158. package/src/shade/playground/sponza_path_trace/index.html +164 -0
  159. package/src/shade/playground/sponza_path_trace/main.d.ts +8 -0
  160. package/src/shade/playground/sponza_path_trace/main.d.ts.map +1 -0
  161. package/src/shade/playground/sponza_path_trace/main.js +363 -0
  162. package/src/shade/renderer/Renderer.d.ts +16 -0
  163. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  164. package/src/shade/renderer/Renderer.js +23 -4
  165. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +5 -1
  166. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  167. package/src/shade/renderer/animation/GPUAnimationManager.js +28 -3
  168. package/src/shade/renderer/animation/Skin.d.ts +9 -7
  169. package/src/shade/renderer/animation/Skin.d.ts.map +1 -1
  170. package/src/shade/renderer/animation/Skin.js +9 -7
  171. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +35 -0
  172. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +1 -0
  173. package/src/shade/renderer/animation/compute_skin_world_bounds.js +146 -0
  174. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  175. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +41 -0
  176. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  177. package/src/shade/renderer/geometry/GPUGeometryManager.js +65 -15
  178. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +78 -7
  179. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  180. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +302 -77
  181. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts +18 -6
  182. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts.map +1 -1
  183. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js +19 -6
  184. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts +51 -0
  185. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts.map +1 -0
  186. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.js +260 -0
  187. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts +23 -0
  188. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts.map +1 -0
  189. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.js +82 -0
  190. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts +25 -0
  191. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts.map +1 -0
  192. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -0
  193. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts +30 -0
  194. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -0
  195. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +122 -0
  196. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.d.ts +23 -0
  197. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.d.ts.map +1 -0
  198. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.js +34 -0
  199. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts +55 -0
  200. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts.map +1 -0
  201. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js +70 -0
  202. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts +37 -0
  203. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts.map +1 -0
  204. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js +45 -0
  205. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -0
  206. package/src/shade/renderer/gpu_primitive/bvh/PHASE1_HANDOVER.md +201 -0
  207. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts +88 -0
  208. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts.map +1 -0
  209. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.js +233 -0
  210. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +18 -0
  211. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -0
  212. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +38 -0
  213. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +16 -0
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  216. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +16 -0
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  218. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +49 -0
  219. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +43 -0
  220. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -0
  221. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -0
  222. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +24 -0
  223. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -0
  224. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +143 -0
  225. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +17 -0
  226. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -0
  227. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +83 -0
  228. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts +24 -0
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  230. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +141 -0
  231. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts +31 -0
  232. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts.map +1 -0
  233. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.js +422 -0
  234. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.d.ts.map +1 -1
  235. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.js +1 -2
  236. package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.d.ts +9 -0
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  238. package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.js +23 -0
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@@ -1,22 +0,0 @@
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- export class TemporalSupersamplingRenderPlugin extends EnginePlugin {
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- /**
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- *
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- * @type {number}
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- * @private
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- */
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- private __frame_index;
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- __sample_count: number;
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- __jitter_offset: Float32Array;
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- __projection_modifier: {
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- /**
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- *
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- * @param {number[]} input
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- * @param {number[]} output
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- */
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- transform: (input: number[], output: number[]) => void;
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- };
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- __hook_post_render(): void;
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- initialize(engine: any): void;
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- }
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- import { EnginePlugin } from "../../../../../plugin/EnginePlugin.js";
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- //# sourceMappingURL=TemporalSupersamplingRenderPlugin.d.ts.map
@@ -1 +0,0 @@
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- {"version":3,"file":"TemporalSupersamplingRenderPlugin.d.ts","sourceRoot":"","sources":["../../../../../../../../src/engine/graphics/render/buffer/simple-fx/taa/TemporalSupersamplingRenderPlugin.js"],"names":[],"mappings":"AAIA;IAIQ;;;;OAIG;IACH,sBAAsB;IAEtB,uBAAwB;IACxB,8BAAkE;IAGlE;QACI;;;;WAIG;2BAFQ,MAAM,EAAE,UACR,MAAM,EAAE;MAwBtB;IAGL,2BAIC;IAED,8BAEC;CAyBJ;6BAjF4B,uCAAuC"}
@@ -1,84 +0,0 @@
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- import { array_copy } from "../../../../../../core/collection/array/array_copy.js";
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- import { generate_halton_jitter } from "../../../../../../core/math/random/generate_halton_jitter.js";
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- import { EnginePlugin } from "../../../../../plugin/EnginePlugin.js";
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-
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- export class TemporalSupersamplingRenderPlugin extends EnginePlugin {
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- constructor() {
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- super();
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-
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- /**
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- *
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- * @type {number}
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- * @private
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- */
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- this.__frame_index = 0;
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-
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- this.__sample_count = 16;
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- this.__jitter_offset = generate_halton_jitter(this.__sample_count);
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-
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-
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- this.__projection_modifier = {
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- /**
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- *
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- * @param {number[]} input
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- * @param {number[]} output
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- */
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- transform: (input, output) => {
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-
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- // device pixels, not CSS pixels: the whole point of the jitter is to move the sample
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- // by a fraction of a texel of the buffer being accumulated, and that buffer is sized
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- // from `output_resolution`. Dividing by the CSS size would scale the jitter by the
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- // pixel ratio -- over a texel wide above 1, and too small to resolve anything below it
32
- const output_resolution = this.engine.graphics.output_resolution;
33
-
34
- const render_width = output_resolution.x;
35
- const render_height = output_resolution.y;
36
-
37
- // apply jitter to projection matrix
38
- const jitter_index = this.__frame_index % this.__sample_count;
39
-
40
- const jitter_offset_x = this.__jitter_offset[jitter_index * 2];
41
- const jitter_offset_y = this.__jitter_offset[jitter_index * 2 + 1];
42
-
43
- array_copy(input, 0, output, 0, 16);
44
-
45
- output[8] = jitter_offset_x / render_width;
46
- output[9] = jitter_offset_y / render_height;
47
- }
48
- };
49
- }
50
-
51
- __hook_post_render() {
52
-
53
- // increment frame index
54
- this.__frame_index++;
55
- }
56
-
57
- initialize(engine) {
58
- super.initialize(engine);
59
- }
60
-
61
- finalize() {
62
- super.finalize();
63
- }
64
-
65
- async startup() {
66
- // modify projection matrix
67
- this.engine.graphics.main_view.addProjectionModifier(this.__projection_modifier);
68
-
69
-
70
- this.engine.graphics.on.postRender.add(this.__hook_post_render, this);
71
-
72
- // reset frame counter
73
- this.__frame_index = 0;
74
-
75
- return super.startup();
76
- }
77
-
78
- async shutdown() {
79
- this.engine.graphics.main_view.removeProjectionModifier(this.__projection_modifier);
80
- this.engine.graphics.on.postRender.remove(this.__hook_post_render, this);
81
-
82
- return super.shutdown();
83
- }
84
- }
@@ -1,33 +0,0 @@
1
- export class LightRenderMetadata {
2
- /**
3
- *
4
- * @param {AbstractLight} light
5
- */
6
- constructor(light: AbstractLight);
7
- /**
8
- *
9
- * @type {number}
10
- */
11
- address: number;
12
- bvh_leaf: BvhClient;
13
- /**
14
- *
15
- * @type {AbstractLight}
16
- */
17
- light: AbstractLight;
18
- /**
19
- *
20
- * @param {LightRenderMetadata} other
21
- * @returns {number}
22
- */
23
- compare(other: LightRenderMetadata): number;
24
- update(): void;
25
- /**
26
- *
27
- * @param {BVH} bvh
28
- */
29
- link(bvh: BVH): void;
30
- unlink(): void;
31
- }
32
- import { BvhClient } from "../../../../core/bvh2/bvh3/BvhClient.js";
33
- //# sourceMappingURL=LightRenderMetadata.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"LightRenderMetadata.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/render/forward_plus/LightRenderMetadata.js"],"names":[],"mappings":"AAEA;IAUI;;;OAGG;IACH,kCAMC;IAlBD;;;OAGG;IACH,SAFU,MAAM,CAEJ;IAEZ,oBAA2B;IAOvB;;;OAGG;IACH,qBAAkB;IAGtB;;;;OAIG;IACH,eAHW,mBAAmB,GACjB,MAAM,CAIlB;IAED,eAMC;IAED;;;OAGG;IACH,qBAMC;IAED,eAMC;CACJ;0BA5DyB,yCAAyC"}
@@ -1,61 +0,0 @@
1
- import { BvhClient } from "../../../../core/bvh2/bvh3/BvhClient.js";
2
-
3
- export class LightRenderMetadata {
4
-
5
- /**
6
- *
7
- * @type {number}
8
- */
9
- address = 0;
10
-
11
- bvh_leaf = new BvhClient();
12
-
13
- /**
14
- *
15
- * @param {AbstractLight} light
16
- */
17
- constructor(light) {
18
- /**
19
- *
20
- * @type {AbstractLight}
21
- */
22
- this.light = light;
23
- }
24
-
25
- /**
26
- *
27
- * @param {LightRenderMetadata} other
28
- * @returns {number}
29
- */
30
- compare(other) {
31
- return this.light.compare(other.light);
32
- }
33
-
34
- update() {
35
- const leaf = this.bvh_leaf;
36
-
37
- this.light.getAABB(leaf.bounds);
38
-
39
- leaf.write_bounds();
40
- }
41
-
42
- /**
43
- *
44
- * @param {BVH} bvh
45
- */
46
- link(bvh) {
47
- this.bvh_leaf.link(bvh, this.light.id);
48
-
49
- this.update();
50
-
51
- this.light.onDimensionChanged(this.update, this);
52
- }
53
-
54
- unlink() {
55
-
56
- this.light.offDimensionChanged(this.update, this);
57
-
58
- // disconnect from bvh
59
- this.bvh_leaf.unlink();
60
- }
61
- }
@@ -1,155 +0,0 @@
1
- # Clustered Lighting Specification
2
-
3
- ## 1. GPU Data structures
4
-
5
- Data is organized into 3 main textures:
6
-
7
- - Clusters. `type: UINT, format: RGBA, dimension: 3D, filtering: nearest(none)`
8
- - R - Offset into lookup texture for lights
9
- - G - number of lights
10
- - B - Offset into lookup texture for decals
11
- - A - number of decals
12
- - Lookup. `type: UINT, format: R, dimensions: 2D, filtering: nearest(none)`
13
- - R - encoded reference into data texture, where actual lighting information is stored
14
- - Data. `type: FLOAT, format: RGBA, dimensions: 2D, filtering: nearest(none)`
15
- - RGBA - single `word` of data, you can think of it as a collection of `VEC4`s
16
-
17
- Below is a glsl snippet with initialization of uniforms for these textures:
18
- ```glsl
19
- uniform usampler3D fp_t_light_clusters;
20
- uniform usampler2D fp_t_light_lookup;
21
- uniform sampler2D fp_t_light_data;
22
- ```
23
-
24
- ## 2. Light Data Format
25
-
26
- Each light is represented as a collection of `VEC4`s inside the `Data` texture.
27
-
28
- - Point Light:
29
- - `[ position.x, position.y, position.z, radius ]`
30
- - `[ color.r, color.g, color.b, intensity ]`
31
- - Directional Light:
32
- - `[ direction.x, direction.y, direction.z, UNUSED ]`
33
- - `[ color.r, color.g, color.b, intensity ]`
34
-
35
- ## 3. Light reference encoding
36
-
37
- Lookup texture contains integers that encode both the address of light data, and the type of light found at that address, this is done by encoding light type into lower 2 bits of a UINT32
38
-
39
- Light type codes:
40
- - 0 - PointLight
41
- - 1 - Directional Light
42
- - 2 - Spotlight
43
-
44
- Encoding snippet in JavaScript:
45
- ```js
46
- /**
47
- *
48
- * @param {number} address
49
- * @param {AbstractLight} light
50
- * @returns {number}
51
- */
52
- function encode_light_descriptor(address, light) {
53
- const light_type = encode_light_type(light);
54
- return light_type | (address << 2);
55
- }
56
- ```
57
-
58
- Decoding snippet in GLSL
59
- ```glsl
60
- ivec2 address_to_data_texture_coordinates(uint address){
61
- // Lookup texture has 128 width
62
- uint lookup_index_x = address % 128u;
63
- uint lookup_index_y = address >> 7;
64
-
65
- return ivec2(int(lookup_index_x),int(lookup_index_y));
66
- }
67
-
68
- // ...
69
- uint light_descriptor = texelFetch(fp_t_light_lookup, address_to_data_texture_coordinates(lookup_index), 0 ).r;
70
-
71
- uint type = (light_descriptor) & 0x3u;
72
- uint light_address = light_descriptor >> 2;
73
- ```
74
-
75
- ## 4. Auxiliary material
76
-
77
- Convert projection-space depth to linear space
78
- ```glsl
79
- float convert_depth_to_linear(in float d){
80
- float d_n = 2.0*d - 1.0;
81
-
82
- float f = fp_f_camera_far;
83
- float n = fp_f_camera_near;
84
-
85
- float fn = f*n;
86
-
87
- float z_diff = f - n;
88
-
89
- float denominator = (f + n - d_n * z_diff );
90
-
91
- float z_view = (2.0*fn) / denominator;
92
-
93
- return (z_view - n) / z_diff;
94
- }
95
- ```
96
-
97
- Fetching cluster information from fragment shader inside a forward pass
98
- ```glsl
99
- // v3_cluster_resolution is resolution of our cluster 3d texture
100
- ivec3 v3_cluster_resolution = textureSize(fp_t_light_tiles, 0);
101
- ivec3 v3_cluster_position = ivec3( clip_v.x * float(v3_cluster_resolution.x), clip_v.y*float(v3_cluster_resolution.y), (clip_v.z)*float(v3_cluster_resolution.z) );
102
-
103
- uvec4 fp_cluster_metadata = texelFetch( fp_t_light_tiles, v3_cluster_position, 0 ).rgba;
104
- ```
105
-
106
- Perform lighting (point-light only)
107
- ```glsl
108
- // read light data
109
- for(uint i=0u; i < fp_cluster_metadata.y; i++){
110
- uint lookup_index = fp_cluster_metadata.x + i;
111
-
112
- uint light_descriptor = texelFetch(fp_t_light_lookup, address_to_data_texture_coordinates(lookup_index), 0 ).r;
113
-
114
- uint type = (light_descriptor) & 0x3u;
115
- uint light_address = light_descriptor >> 2;
116
-
117
-
118
- if(type == 0u){
119
- // point light
120
-
121
- vec4 light_data_0 = texelFetch(fp_t_light_data, address_to_data_texture_coordinates(light_address), 0);
122
- vec4 light_data_1 = texelFetch(fp_t_light_data, address_to_data_texture_coordinates(light_address+1u), 0);
123
-
124
- vec3 light_position = light_data_0.xyz;
125
- float light_radius = light_data_0.w;
126
-
127
- vec3 light_color = light_data_1.xyz;
128
- float light_intensity = light_data_1.w;
129
-
130
- PointLight pointlight;
131
-
132
- pointlight.position = light_position;
133
- pointlight.distance = light_radius;
134
- pointlight.color = light_color*light_intensity;
135
- pointlight.decay = 1.0;
136
-
137
- fp_getPointDirectLightIrradiance( pointlight, directLight, vViewPosition );
138
- RE_Direct( directLight, geometry, material, reflectedLight );
139
-
140
- } else if(type == 1u){
141
- // directional light
142
-
143
- // ...
144
- }
145
- }
146
- ```
147
-
148
- ## References:
149
- - [Dr.Strangelight or: How I learned to Stop Worrying and Love the Cluster](https://discourse.threejs.org/t/dr-strangelight-or-how-i-learned-to-stop-worrying-and-love-the-cluster/23104)
150
- - [Practical Clustered Shading by Emil Persson](http://www.humus.name/Articles/PracticalClusteredShading.pdf)
151
-
152
- ---
153
- Author: Alexander Goldring, Company Named Limited
154
-
155
- Private and confidential, copyright (c) Company Named Limited, 2026
@@ -1,29 +0,0 @@
1
- /**
2
- *
3
- * @param {number} tile_texture_data_offset
4
- * @param {BinaryUint32BVH} bvh
5
- * @param {number} lookup_address_offset
6
- * @param {number[]|ArrayLike<number>|Uint8ClampedArray|Uint8Array|Uint16Array|Uint32Array} lookup_data
7
- * @param {number[]|ArrayLike<number>|Uint8Array|Uint8ClampedArray|Uint16Array|Uint32Array} cluster_data
8
- * @param {number[]|ArrayLike<number>|Float32Array} source_data Light/Decal source information is stored in here, such as position, color etc.
9
- * @return {number}
10
- */
11
- export function assign_cluster(tile_texture_data_offset: number, bvh: BinaryUint32BVH, lookup_address_offset: number, lookup_data: number[] | ArrayLike<number> | Uint8ClampedArray | Uint8Array | Uint16Array | Uint32Array, cluster_data: number[] | ArrayLike<number> | Uint8Array | Uint8ClampedArray | Uint16Array | Uint32Array, source_data: number[] | ArrayLike<number> | Float32Array): number;
12
- /**
13
- *
14
- * @type {number[]|Float32Array|Float64Array}
15
- */
16
- export const scratch_corners: number[] | Float32Array | Float64Array;
17
- /**
18
- * Linear access data structure with parameters of each plane of the frustum
19
- * 6 planes, 4 values per plane
20
- * Layout: [normal.x, normal.y, normal.z, constant]
21
- * @type {number[]|Float32Array|Float64Array}
22
- */
23
- export const scratch_frustum_planes: number[] | Float32Array | Float64Array;
24
- /**
25
- * Cache used to identify duplicate cells. Helps reduce memory usage and just point to equivalent existing cells instead of allocating new ones.
26
- * @type {Uint16Array|Uint32Array}
27
- */
28
- export const LOOKUP_CACHE: Uint16Array | Uint32Array;
29
- //# sourceMappingURL=assign_cluster.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"assign_cluster.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/render/forward_plus/assign_cluster.js"],"names":[],"mappings":"AAsCA;;;;;;;;;GASG;AACH,yDARW,MAAM,+CAEN,MAAM,eACN,MAAM,EAAE,GAAC,UAAU,MAAM,CAAC,GAAC,iBAAiB,GAAC,UAAU,GAAC,WAAW,GAAC,WAAW,gBAC/E,MAAM,EAAE,GAAC,UAAU,MAAM,CAAC,GAAC,UAAU,GAAC,iBAAiB,GAAC,WAAW,GAAC,WAAW,eAC/E,MAAM,EAAE,GAAC,UAAU,MAAM,CAAC,GAAC,YAAY,GACtC,MAAM,CA6EjB;AA5GD;;;GAGG;AACH,8BAFU,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,CAEkC;AAC9E;;;;;GAKG;AACH,qCAFU,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,CAE8C;AAC1F;;;GAGG;AACH,2BAFU,WAAW,GAAC,WAAW,CAEoE"}
@@ -1,124 +0,0 @@
1
- import { query_bvh_frustum_from_texture } from "./query/query_bvh_frustum_from_texture.js";
2
- import { compute_light_data_hash_0 } from "./cluster/compute_light_data_hash_0.js";
3
- import { testClusterEquality } from "./testClusterEquality.js";
4
-
5
- const LOOKUP_CACHE_SIZE = 1024; // must be power of two
6
- /**
7
- * Using continuous buffer for related attributes to get better cache utilization
8
- * @type {ArrayBuffer}
9
- * @private
10
- */
11
- const _scratch_array_buffer = new ArrayBuffer(
12
- 24 * 4
13
- + 24 * 4
14
- + LOOKUP_CACHE_SIZE * 4
15
- );
16
- /**
17
- *
18
- * @type {number[]|Float32Array|Float64Array}
19
- */
20
- export const scratch_corners = new Float32Array(_scratch_array_buffer, 0, 24);
21
- /**
22
- * Linear access data structure with parameters of each plane of the frustum
23
- * 6 planes, 4 values per plane
24
- * Layout: [normal.x, normal.y, normal.z, constant]
25
- * @type {number[]|Float32Array|Float64Array}
26
- */
27
- export const scratch_frustum_planes = new Float32Array(_scratch_array_buffer, 24 * 4, 24);
28
- /**
29
- * Cache used to identify duplicate cells. Helps reduce memory usage and just point to equivalent existing cells instead of allocating new ones.
30
- * @type {Uint16Array|Uint32Array}
31
- */
32
- export const LOOKUP_CACHE = new Uint32Array(_scratch_array_buffer, (24 + 24) * 4, LOOKUP_CACHE_SIZE);
33
- /**
34
- *
35
- * @type {number[]}
36
- */
37
- const scratch_light_nodes = [];
38
-
39
- /**
40
- *
41
- * @param {number} tile_texture_data_offset
42
- * @param {BinaryUint32BVH} bvh
43
- * @param {number} lookup_address_offset
44
- * @param {number[]|ArrayLike<number>|Uint8ClampedArray|Uint8Array|Uint16Array|Uint32Array} lookup_data
45
- * @param {number[]|ArrayLike<number>|Uint8Array|Uint8ClampedArray|Uint16Array|Uint32Array} cluster_data
46
- * @param {number[]|ArrayLike<number>|Float32Array} source_data Light/Decal source information is stored in here, such as position, color etc.
47
- * @return {number}
48
- */
49
- export function assign_cluster(
50
- tile_texture_data_offset,
51
- bvh,
52
- lookup_address_offset,
53
- lookup_data,
54
- cluster_data,
55
- source_data
56
- ) {
57
-
58
- // at this point we have a fully constructed cluster, we can query lights within the cluster
59
- const match_count = query_bvh_frustum_from_texture(
60
- scratch_light_nodes,
61
- 0,
62
- bvh,
63
- source_data,
64
- scratch_frustum_planes
65
- );
66
-
67
- // construct tile data
68
-
69
- // write number of light entries
70
- cluster_data[tile_texture_data_offset + 1] = match_count;
71
-
72
- if (match_count === 0) {
73
- // don't waste time on assignment, there are no lights in the cluster
74
- return 0;
75
- }
76
-
77
- /*
78
- We can sort lights by index to get higher cache utilization, but it turns out quite costly.
79
- Through experimentation, sorting was taking around 20% of the whole assignment time
80
- while improving number of cache hits by around 40% (8000 without sorting -> 11000 with sorting)
81
- */
82
- const cluster_data_hash = compute_light_data_hash_0(scratch_light_nodes, match_count) & (LOOKUP_CACHE_SIZE - 1);
83
-
84
- const existing_lookup_address = LOOKUP_CACHE[cluster_data_hash];
85
-
86
- if (existing_lookup_address !== 0xFFFFFFFF) {
87
- // found a hash match, validate equality
88
- const existing_lookup_entry_match = testClusterEquality(
89
- scratch_light_nodes,
90
- match_count,
91
- lookup_data,
92
- existing_lookup_address
93
- );
94
-
95
- if (existing_lookup_entry_match) {
96
- cluster_data[tile_texture_data_offset] = existing_lookup_address;
97
-
98
- //hash_reuse_count++;
99
-
100
- return 0;
101
- }
102
- } else {
103
- // no hash entry exists, create one
104
- LOOKUP_CACHE[cluster_data_hash] = lookup_address_offset;
105
- }
106
-
107
- // if we get to this point, that means no hash match was found, or equality check was failed
108
-
109
- // write address of the lookup table
110
- cluster_data[tile_texture_data_offset] = lookup_address_offset;
111
-
112
- for (let i = 0; i < match_count; i++) {
113
- /**
114
- *
115
- * @type {number}
116
- */
117
- const light_descriptor = scratch_light_nodes[i];
118
-
119
- // construct lookup table
120
- lookup_data[lookup_address_offset + i] = light_descriptor;
121
- }
122
-
123
- return match_count;
124
- }
@@ -1,7 +0,0 @@
1
- /**
2
- *
3
- * @param {LightRenderMetadata[]} nodes
4
- * @param {number} count
5
- */
6
- export function compute_light_data_hash(nodes: LightRenderMetadata[], count: number): number;
7
- //# sourceMappingURL=compute_light_data_hash.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"compute_light_data_hash.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/render/forward_plus/cluster/compute_light_data_hash.js"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,+CAHW,qBAAqB,SACrB,MAAM,UAahB"}
@@ -1,17 +0,0 @@
1
- /**
2
- *
3
- * @param {LightRenderMetadata[]} nodes
4
- * @param {number} count
5
- */
6
- export function compute_light_data_hash(nodes, count) {
7
-
8
- let hash = ~count;
9
-
10
- for (let i = 0; i < count; i++) {
11
- const datum = nodes[i];
12
-
13
- hash ^= 1 << datum.visible_index;
14
- }
15
-
16
- return hash& 0x7fffffff;
17
- }
@@ -1,7 +0,0 @@
1
- /**
2
- * Hash function using prime shift
3
- * @param {number[]} nodes
4
- * @param {number} count
5
- */
6
- export function compute_light_data_hash_0(nodes: number[], count: number): number;
7
- //# sourceMappingURL=compute_light_data_hash_0.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"compute_light_data_hash_0.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/render/forward_plus/cluster/compute_light_data_hash_0.js"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,iDAHW,MAAM,EAAE,SACR,MAAM,UAahB"}
@@ -1,17 +0,0 @@
1
- /**
2
- * Hash function using prime shift
3
- * @param {number[]} nodes
4
- * @param {number} count
5
- */
6
- export function compute_light_data_hash_0(nodes, count) {
7
-
8
- let hash = count;
9
-
10
- for (let i = 0; i < count; i++) {
11
- const datum = nodes[i];
12
-
13
- hash = hash * 31 + datum;
14
- }
15
-
16
- return hash >>> 0;
17
- }
@@ -1,9 +0,0 @@
1
- /**
2
- * Read out a pair of planes from a numeric array
3
- * @param {number[]|Float32Array} source
4
- * @param {number} source_offset
5
- * @param {number[]|Float64Array|Float32Array} destination
6
- * @param {number} destination_offset
7
- */
8
- export function read_plane_pair(source: number[] | Float32Array, source_offset: number, destination: number[] | Float64Array | Float32Array, destination_offset: number): void;
9
- //# sourceMappingURL=read_plane_pair.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"read_plane_pair.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/render/forward_plus/cluster/read_plane_pair.js"],"names":[],"mappings":"AAAA;;;;;;GAMG;AACH,wCALW,MAAM,EAAE,GAAC,YAAY,iBACrB,MAAM,eACN,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,sBAClC,MAAM,QAuBhB"}
@@ -1,29 +0,0 @@
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- /**
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- * Read out a pair of planes from a numeric array
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- * @param {number[]|Float32Array} source
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- * @param {number} source_offset
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- * @param {number[]|Float64Array|Float32Array} destination
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- * @param {number} destination_offset
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- */
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- export function read_plane_pair(source, source_offset, destination, destination_offset) {
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-
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- const a_n_x = source[source_offset];
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- const a_n_y = source[source_offset + 1];
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- const a_n_z = source[source_offset + 2];
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- const a_constant = source[source_offset + 3];
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-
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- const b_n_x = -source[source_offset + 4];
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- const b_n_y = -source[source_offset + 5];
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- const b_n_z = -source[source_offset + 6];
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- const b_constant = -source[source_offset + 7];
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-
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- destination[destination_offset] = a_n_x;
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- destination[destination_offset + 1] = a_n_y;
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- destination[destination_offset + 2] = a_n_z;
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- destination[destination_offset + 3] = a_constant;
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-
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- destination[destination_offset + 4] = b_n_x;
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- destination[destination_offset + 5] = b_n_y;
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- destination[destination_offset + 6] = b_n_z;
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- destination[destination_offset + 7] = b_constant;
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- }
@@ -1,12 +0,0 @@
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- /**
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- *
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- * @param {Float32Array|number[]} destination
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- * @param {number} offset
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- * @param {number} count number of slices
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- * @param {Plane} plane_0
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- * @param {Plane} plane_1
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- * @returns {number}
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- * @private
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- */
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- export function write_cluster_planes(destination: Float32Array | number[], offset: number, count: number, plane_0: Plane, plane_1: Plane): number;
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- //# sourceMappingURL=write_cluster_planes.d.ts.map
@@ -1 +0,0 @@
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- {"version":3,"file":"write_cluster_planes.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/render/forward_plus/cluster/write_cluster_planes.js"],"names":[],"mappings":"AAEA;;;;;;;;;GASG;AACH,kDARW,YAAY,GAAC,MAAM,EAAE,UACrB,MAAM,SACN,MAAM,mCAGJ,MAAM,CAiClB"}