@woosh/meep-engine 3.27.0 → 3.29.0

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 (648) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/package.json +1 -1
  3. package/src/core/binary/BitSet.d.ts +16 -0
  4. package/src/core/binary/BitSet.d.ts.map +1 -1
  5. package/src/core/binary/BitSet.js +159 -49
  6. package/src/core/binary/allocator/OffsetAllocator.d.ts +48 -0
  7. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  8. package/src/core/binary/allocator/OffsetAllocator.js +208 -9
  9. package/src/core/binary/compression/compress_bytes.d.ts +20 -0
  10. package/src/core/binary/compression/compress_bytes.d.ts.map +1 -0
  11. package/src/core/binary/compression/compress_bytes.js +35 -0
  12. package/src/core/binary/compression/decompress_bytes_into.d.ts +30 -0
  13. package/src/core/binary/compression/decompress_bytes_into.d.ts.map +1 -0
  14. package/src/core/binary/compression/decompress_bytes_into.js +87 -0
  15. package/src/core/binary/compression/deflate_decompress_bound.d.ts +27 -0
  16. package/src/core/binary/compression/deflate_decompress_bound.d.ts.map +1 -0
  17. package/src/core/binary/compression/deflate_decompress_bound.js +32 -0
  18. package/src/core/geom/3d/mat4/m4_linear_determinant.d.ts +15 -0
  19. package/src/core/geom/3d/mat4/m4_linear_determinant.d.ts.map +1 -0
  20. package/src/core/geom/3d/mat4/m4_linear_determinant.js +24 -0
  21. package/src/core/geom/3d/mat4/m4_normal_matrix3.d.ts +4 -2
  22. package/src/core/geom/3d/mat4/m4_normal_matrix3.d.ts.map +1 -1
  23. package/src/core/geom/3d/mat4/m4_normal_matrix3.js +21 -11
  24. package/src/core/geom/3d/quadric/quadric_attribute_add.d.ts +24 -0
  25. package/src/core/geom/3d/quadric/quadric_attribute_add.d.ts.map +1 -0
  26. package/src/core/geom/3d/quadric/quadric_attribute_add.js +31 -0
  27. package/src/core/geom/3d/quadric/quadric_attribute_reduce.d.ts +46 -0
  28. package/src/core/geom/3d/quadric/quadric_attribute_reduce.d.ts.map +1 -0
  29. package/src/core/geom/3d/quadric/quadric_attribute_reduce.js +104 -0
  30. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.d.ts +62 -0
  31. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.d.ts.map +1 -0
  32. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.js +158 -0
  33. package/src/core/geom/3d/quadric/quadric_attribute_size.d.ts +21 -0
  34. package/src/core/geom/3d/quadric/quadric_attribute_size.d.ts.map +1 -0
  35. package/src/core/geom/3d/quadric/quadric_attribute_size.js +24 -0
  36. package/src/core/geom/3d/quadric/quadric_attribute_solve.d.ts +34 -0
  37. package/src/core/geom/3d/quadric/quadric_attribute_solve.d.ts.map +1 -0
  38. package/src/core/geom/3d/quadric/quadric_attribute_solve.js +55 -0
  39. package/src/core/geom/3d/quadric/quadric_attribute_sub.d.ts +28 -0
  40. package/src/core/geom/3d/quadric/quadric_attribute_sub.d.ts.map +1 -0
  41. package/src/core/geom/3d/quadric/quadric_attribute_sub.js +35 -0
  42. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.d.ts +15 -0
  43. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.d.ts.map +1 -1
  44. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.js +35 -0
  45. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.d.ts +93 -0
  46. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.d.ts.map +1 -0
  47. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.js +128 -0
  48. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.d.ts +38 -0
  49. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.d.ts.map +1 -0
  50. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.js +113 -0
  51. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts +47 -1
  52. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
  53. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +677 -8
  54. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.d.ts +22 -0
  55. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.d.ts.map +1 -0
  56. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.js +46 -0
  57. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.d.ts +19 -0
  58. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.d.ts.map +1 -0
  59. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.js +49 -0
  60. package/src/core/graph/layout/layered/BoxLayoutOptions.d.ts +63 -0
  61. package/src/core/graph/layout/layered/BoxLayoutOptions.d.ts.map +1 -0
  62. package/src/core/graph/layout/layered/BoxLayoutOptions.js +80 -0
  63. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/LayoutBoxGraph.d.ts +35 -0
  64. package/src/core/graph/layout/layered/LayoutBoxGraph.d.ts.map +1 -0
  65. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/LayoutBoxGraph.js +53 -1
  66. package/src/core/graph/layout/layered/layout_assign_coordinates.d.ts.map +1 -0
  67. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_assign_coordinates.js +72 -68
  68. package/src/core/graph/layout/layered/layout_assign_layers.d.ts.map +1 -0
  69. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_assign_layers.js +4 -2
  70. package/src/core/graph/layout/layered/layout_break_cycles.d.ts.map +1 -0
  71. package/src/core/graph/layout/layered/layout_insert_lanes.d.ts.map +1 -0
  72. package/src/core/graph/layout/layered/layout_order_layers.d.ts.map +1 -0
  73. package/src/core/graph/layout/layered/layout_orient_links.d.ts.map +1 -0
  74. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts +7 -51
  75. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts.map +1 -1
  76. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.js +8 -69
  77. package/src/core/model/node-graph/visual/layout/layout_build_problem.js +1 -1
  78. package/src/core/model/node-graph/visual/layout/layout_node_graph.js +6 -6
  79. package/src/core/model/node-graph/visual/layout/route_grid_build.js +1 -1
  80. package/src/engine/Engine.d.ts.map +1 -1
  81. package/src/engine/Engine.js +38 -1
  82. package/src/engine/graphics3/DebugDrawSystem.d.ts +7 -5
  83. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -1
  84. package/src/engine/graphics3/DebugDrawSystem.js +206 -203
  85. package/src/engine/graphics3/DecalSystem.d.ts +4 -5
  86. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -1
  87. package/src/engine/graphics3/DecalSystem.js +5 -5
  88. package/src/engine/graphics3/FogOfWarSystem.d.ts +7 -12
  89. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -1
  90. package/src/engine/graphics3/FogOfWarSystem.js +8 -12
  91. package/src/engine/graphics3/GraphicsEngine.d.ts +5 -1
  92. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  93. package/src/engine/graphics3/GraphicsEngine.js +834 -830
  94. package/src/engine/graphics3/prefab/prefab_instantiate.js +230 -230
  95. package/src/shade/RENDERER_CONTRACT.md +31 -17
  96. package/src/shade/device/timing/GPU_PROFILER_PROPOSAL_2026_08_28.md +1 -1
  97. package/src/shade/playground/caldera/README.md +529 -0
  98. package/src/shade/playground/caldera/caldera_format.d.ts +151 -0
  99. package/src/shade/playground/caldera/caldera_format.d.ts.map +1 -0
  100. package/src/shade/playground/caldera/caldera_format.js +241 -0
  101. package/src/shade/playground/caldera/index.html +126 -0
  102. package/src/shade/playground/caldera/main.d.ts.map +1 -0
  103. package/src/shade/playground/caldera/main.js +1565 -0
  104. package/src/shade/playground/mesh_row_ceiling/README.md +85 -0
  105. package/src/shade/playground/mesh_row_ceiling/index.html +31 -0
  106. package/src/shade/playground/mesh_row_ceiling/main.d.ts +2 -0
  107. package/src/shade/playground/mesh_row_ceiling/main.d.ts.map +1 -0
  108. package/src/shade/playground/mesh_row_ceiling/main.js +389 -0
  109. package/src/shade/playground/vgeo_runtime/README.md +32 -16
  110. package/src/shade/playground/vgeo_runtime/main.js +21 -7
  111. package/src/shade/playground/{vgeo_viewer → vgeo_runtime}/sample_asset.d.ts +3 -3
  112. package/src/shade/playground/vgeo_runtime/sample_asset.d.ts.map +1 -0
  113. package/src/shade/playground/{vgeo_viewer → vgeo_runtime}/sample_asset.js +12 -11
  114. package/src/shade/playground/vgeo_scene/README.md +487 -0
  115. package/src/shade/playground/vgeo_scene/index.html +144 -0
  116. package/src/shade/playground/vgeo_scene/main.d.ts +2 -0
  117. package/src/shade/playground/vgeo_scene/main.d.ts.map +1 -0
  118. package/src/shade/playground/vgeo_scene/main.js +2217 -0
  119. package/src/shade/renderer/GraphicsContext.d.ts.map +1 -1
  120. package/src/shade/renderer/GraphicsContext.js +6 -0
  121. package/src/shade/renderer/Renderer.d.ts +6 -1
  122. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  123. package/src/shade/renderer/Renderer.js +28 -2
  124. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  125. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +100 -8
  126. package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +70 -35
  127. package/src/shade/renderer/extension/RenderExtension.d.ts +15 -18
  128. package/src/shade/renderer/extension/RenderExtension.d.ts.map +1 -1
  129. package/src/shade/renderer/extension/RenderExtension.js +15 -19
  130. package/src/shade/renderer/extension/RenderExtensionRegistry.d.ts +5 -5
  131. package/src/shade/renderer/extension/RenderExtensionRegistry.d.ts.map +1 -1
  132. package/src/shade/renderer/extension/RenderExtensionRegistry.js +29 -166
  133. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  134. package/src/shade/renderer/geometry/GPUGeometryManager.js +73 -16
  135. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  136. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +18 -3
  137. package/src/shade/renderer/geometry/meshlet/COMPACTION_PLAN_2026_09_16.md +663 -0
  138. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.d.ts +100 -5
  139. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.d.ts.map +1 -1
  140. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.js +688 -81
  141. package/src/shade/renderer/geometry/meshlet/MeshletBatch.d.ts.map +1 -1
  142. package/src/shade/renderer/geometry/meshlet/MeshletBatch.js +3 -29
  143. package/src/shade/renderer/geometry/meshlet/encoding/ENCODED_ATTRIBUTE_DEFAULT_VALUES.d.ts +22 -0
  144. package/src/shade/renderer/geometry/meshlet/encoding/ENCODED_ATTRIBUTE_DEFAULT_VALUES.d.ts.map +1 -0
  145. package/src/shade/renderer/geometry/meshlet/encoding/ENCODED_ATTRIBUTE_DEFAULT_VALUES.js +49 -0
  146. package/src/shade/renderer/geometry/virtual/ATTRIBUTE_PLAN_2026_09_18.md +540 -0
  147. package/src/shade/renderer/geometry/virtual/VGEO_FORMAT.md +159 -66
  148. package/src/shade/renderer/geometry/virtual/VIRTUAL_GEOMETRY_DESIGN.md +40 -21
  149. package/src/shade/renderer/geometry/virtual/VIRTUAL_GEOMETRY_PLAN.md +15 -14
  150. package/src/shade/renderer/geometry/virtual/WEDGE_PLAN_2026_09_18.md +358 -0
  151. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.d.ts +58 -8
  152. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.d.ts.map +1 -1
  153. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.js +64 -10
  154. package/src/shade/renderer/geometry/virtual/build/gltf/gltf_open_document.d.ts.map +1 -1
  155. package/src/shade/renderer/geometry/virtual/build/gltf/gltf_open_document.js +5 -9
  156. package/src/shade/renderer/geometry/virtual/build/level/VGeoContribution.d.ts +40 -0
  157. package/src/shade/renderer/geometry/virtual/build/level/VGeoContribution.d.ts.map +1 -0
  158. package/src/shade/renderer/geometry/virtual/build/level/VGeoContribution.js +24 -0
  159. package/src/shade/renderer/geometry/virtual/build/level/VGeoFrontier.d.ts +91 -0
  160. package/src/shade/renderer/geometry/virtual/build/level/VGeoFrontier.d.ts.map +1 -0
  161. package/src/shade/renderer/geometry/virtual/build/level/VGeoFrontier.js +91 -0
  162. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupRepack.d.ts +24 -0
  163. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupRepack.d.ts.map +1 -0
  164. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupRepack.js +25 -0
  165. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupStep.d.ts +77 -0
  166. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupStep.d.ts.map +1 -0
  167. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupStep.js +84 -0
  168. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevel.d.ts.map +1 -0
  169. package/src/shade/renderer/geometry/virtual/build/{VGeoLevelOptions.d.ts → level/VGeoLevelOptions.d.ts} +19 -6
  170. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevelOptions.d.ts.map +1 -0
  171. package/src/shade/renderer/geometry/virtual/build/{VGeoLevelOptions.js → level/VGeoLevelOptions.js} +20 -7
  172. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevelSummary.d.ts.map +1 -0
  173. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster.d.ts +19 -0
  174. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster.d.ts.map +1 -0
  175. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster.js +58 -0
  176. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster_graph.d.ts +18 -0
  177. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster_graph.d.ts.map +1 -0
  178. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster_graph.js +116 -0
  179. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_group_step.d.ts +18 -0
  180. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_group_step.d.ts.map +1 -0
  181. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_group_step.js +545 -0
  182. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_leaf_frontier.d.ts +16 -0
  183. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_leaf_frontier.d.ts.map +1 -0
  184. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_leaf_frontier.js +110 -0
  185. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_levels.d.ts +11 -0
  186. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_levels.d.ts.map +1 -0
  187. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_levels.js +308 -0
  188. package/src/shade/renderer/geometry/virtual/build/{vgeo_build_root_group.d.ts → level/vgeo_build_root_group.d.ts} +1 -1
  189. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_root_group.d.ts.map +1 -0
  190. package/src/shade/renderer/geometry/virtual/build/{vgeo_build_root_group.js → level/vgeo_build_root_group.js} +1 -1
  191. package/src/shade/renderer/geometry/virtual/build/level/vgeo_compute_group_boundary.d.ts +26 -0
  192. package/src/shade/renderer/geometry/virtual/build/level/vgeo_compute_group_boundary.d.ts.map +1 -0
  193. package/src/shade/renderer/geometry/virtual/build/level/vgeo_compute_group_boundary.js +123 -0
  194. package/src/shade/renderer/geometry/virtual/build/level/vgeo_error_bands.d.ts +26 -0
  195. package/src/shade/renderer/geometry/virtual/build/level/vgeo_error_bands.d.ts.map +1 -0
  196. package/src/shade/renderer/geometry/virtual/build/level/vgeo_error_bands.js +78 -0
  197. package/src/shade/renderer/geometry/virtual/build/level/vgeo_partition_into_groups.d.ts +24 -0
  198. package/src/shade/renderer/geometry/virtual/build/level/vgeo_partition_into_groups.d.ts.map +1 -0
  199. package/src/shade/renderer/geometry/virtual/build/level/vgeo_partition_into_groups.js +337 -0
  200. package/src/shade/renderer/geometry/virtual/build/level/vgeo_run_round.d.ts +29 -0
  201. package/src/shade/renderer/geometry/virtual/build/level/vgeo_run_round.d.ts.map +1 -0
  202. package/src/shade/renderer/geometry/virtual/build/level/vgeo_run_round.js +147 -0
  203. package/src/shade/renderer/geometry/virtual/build/level/vgeo_stitch_frontier.d.ts +37 -0
  204. package/src/shade/renderer/geometry/virtual/build/level/vgeo_stitch_frontier.d.ts.map +1 -0
  205. package/src/shade/renderer/geometry/virtual/build/level/vgeo_stitch_frontier.js +243 -0
  206. package/src/shade/renderer/geometry/virtual/build/level/vgeo_try_repack.d.ts +29 -0
  207. package/src/shade/renderer/geometry/virtual/build/level/vgeo_try_repack.d.ts.map +1 -0
  208. package/src/shade/renderer/geometry/virtual/build/level/vgeo_try_repack.js +117 -0
  209. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.d.ts +46 -0
  210. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.d.ts.map +1 -0
  211. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.js +45 -0
  212. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_DEFAULT_ATTRIBUTE_WEIGHT_RATIOS.d.ts +64 -0
  213. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_DEFAULT_ATTRIBUTE_WEIGHT_RATIOS.d.ts.map +1 -0
  214. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_DEFAULT_ATTRIBUTE_WEIGHT_RATIOS.js +68 -0
  215. package/src/shade/renderer/geometry/virtual/build/{VirtualGeometryMesh.d.ts → mesh/VirtualGeometryMesh.d.ts} +13 -8
  216. package/src/shade/renderer/geometry/virtual/build/mesh/VirtualGeometryMesh.d.ts.map +1 -0
  217. package/src/shade/renderer/geometry/virtual/build/{VirtualGeometryMesh.js → mesh/VirtualGeometryMesh.js} +40 -18
  218. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_layout.d.ts +58 -0
  219. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_layout.d.ts.map +1 -0
  220. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_layout.js +79 -0
  221. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_read.d.ts +39 -0
  222. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_read.d.ts.map +1 -0
  223. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_read.js +68 -0
  224. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_write.d.ts +53 -0
  225. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_write.d.ts.map +1 -0
  226. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_write.js +243 -0
  227. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_normals.d.ts +45 -0
  228. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_normals.d.ts.map +1 -0
  229. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_normals.js +300 -0
  230. package/src/shade/renderer/geometry/virtual/build/{vgeo_compute_vertex_tangents.d.ts → mesh/vgeo_compute_vertex_tangents.d.ts} +12 -8
  231. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_tangents.d.ts.map +1 -0
  232. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_tangents.js +151 -0
  233. package/src/shade/renderer/geometry/virtual/build/{vgeo_normalize_source.d.ts → mesh/vgeo_normalize_source.d.ts} +8 -1
  234. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_normalize_source.d.ts.map +1 -0
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  241. package/src/shade/renderer/geometry/virtual/build/{vgeo_assemble_pages.js → page/vgeo_assemble_pages.js} +9 -9
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  246. package/src/shade/renderer/geometry/virtual/build/{vgeo_page_node_count.js → page/vgeo_page_node_count.js} +2 -2
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  249. package/src/shade/renderer/geometry/virtual/build/{VGeoFaceGraph.js → partition/VGeoFaceGraph.js} +28 -21
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  257. package/src/shade/renderer/geometry/virtual/build/{vgeo_split_face_set.js → partition/vgeo_split_face_set.js} +13 -56
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  633. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_orient_links.js +0 -0
  634. /package/src/shade/playground/{vgeo_viewer → caldera}/main.d.ts +0 -0
  635. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevel.d.ts → level/VGeoLevel.d.ts} +0 -0
  636. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevel.js → level/VGeoLevel.js} +0 -0
  637. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevelSummary.d.ts → level/VGeoLevelSummary.d.ts} +0 -0
  638. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevelSummary.js → level/VGeoLevelSummary.js} +0 -0
  639. /package/src/shade/renderer/geometry/virtual/build/{vgeo_page_node_count.d.ts → page/vgeo_page_node_count.d.ts} +0 -0
  640. /package/src/shade/renderer/geometry/virtual/build/{vgeo_graph_components.d.ts → partition/vgeo_graph_components.d.ts} +0 -0
  641. /package/src/shade/renderer/geometry/virtual/build/{vgeo_graph_components.js → partition/vgeo_graph_components.js} +0 -0
  642. /package/src/shade/renderer/geometry/virtual/build/{vgeo_partition_graph.d.ts → partition/vgeo_partition_graph.d.ts} +0 -0
  643. /package/src/shade/renderer/geometry/virtual/build/{vgeo_split_face_set.d.ts → partition/vgeo_split_face_set.d.ts} +0 -0
  644. /package/src/shade/renderer/geometry/virtual/build/{vgeo_split_face_set_packed.d.ts → partition/vgeo_split_face_set_packed.d.ts} +0 -0
  645. /package/src/shade/renderer/geometry/virtual/build/{vgeo_bounding_sphere.d.ts → sphere/vgeo_bounding_sphere.d.ts} +0 -0
  646. /package/src/shade/renderer/geometry/virtual/build/{vgeo_containing_sphere.d.ts → sphere/vgeo_containing_sphere.d.ts} +0 -0
  647. /package/src/shade/renderer/geometry/virtual/build/{vgeo_sphere_inflate_to_contain.d.ts → sphere/vgeo_sphere_inflate_to_contain.d.ts} +0 -0
  648. /package/src/shade/renderer/geometry/virtual/build/{vgeo_narrow_indices.d.ts → submesh/vgeo_narrow_indices.d.ts} +0 -0
@@ -0,0 +1,18 @@
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * Determinant of the linear (upper-left 3x3) part of a 4x4 transform. WGSL twin of
5
+ * {@link m4_linear_determinant} — keep the two in step.
6
+ *
7
+ * Negative exactly when the transform reflects, which is what reverses triangle winding and
8
+ * tangent-frame handedness under it.
9
+ *
10
+ * @type {CodeChunk}
11
+ */
12
+ export const chunk_mat4_linear_determinant = CodeChunk.from(
13
+ //language=WGSL
14
+ `
15
+ fn mat4_linear_determinant( m: mat4x4<f32> ) -> f32{
16
+ return dot( m[0].xyz, cross( m[1].xyz, m[2].xyz ) );
17
+ }
18
+ `, [])
@@ -0,0 +1,24 @@
1
+ /**
2
+ * Programmable winding for a non-indexed `triangle-list` draw.
3
+ *
4
+ * Maps a `@builtin(vertex_index)` to the one that puts the same three vertices on the rasterizer
5
+ * in the opposite order: corners `0,1,2` of a triangle become `2,1,0`. That is an odd permutation,
6
+ * so the emitted winding reverses, and it is the only thing needed to make a reflected instance
7
+ * face the right way — front-face determination is fixed-function and reads screen-space winding
8
+ * alone, and WebGPU has no per-draw `frontFace` state to reach it with.
9
+ *
10
+ * Only the order changes: the same three vertices are emitted, so coverage (the fill rule is
11
+ * defined on the triangle's interior, not its vertex order), depth, and barycentric interpolation
12
+ * are all untouched. `flat` varyings are safe as long as they are constant across the triangle,
13
+ * which for a visibility buffer's mesh/triangle ids they are.
14
+ *
15
+ * Safe to apply to the raw builtin, before any clamp or bounds guard: a meshlet's padding vertices
16
+ * begin at `primitive_count * 3`, always a corner-0 boundary, so the permutation maps each padding
17
+ * triple onto itself and can never move a padding vertex into range or a real one out of it.
18
+ *
19
+ * @see chunk_node3d_flags for where the `reverse` bit comes from
20
+ * @type {CodeChunk}
21
+ */
22
+ export const chunk_triangle_list_reverse_winding: CodeChunk;
23
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
24
+ //# sourceMappingURL=chunk_triangle_list_reverse_winding.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_triangle_list_reverse_winding.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/triangle/chunk_triangle_list_reverse_winding.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,kDAFU,SAAS,CAWb;0BAhCoB,gCAAgC"}
@@ -0,0 +1,33 @@
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * Programmable winding for a non-indexed `triangle-list` draw.
5
+ *
6
+ * Maps a `@builtin(vertex_index)` to the one that puts the same three vertices on the rasterizer
7
+ * in the opposite order: corners `0,1,2` of a triangle become `2,1,0`. That is an odd permutation,
8
+ * so the emitted winding reverses, and it is the only thing needed to make a reflected instance
9
+ * face the right way — front-face determination is fixed-function and reads screen-space winding
10
+ * alone, and WebGPU has no per-draw `frontFace` state to reach it with.
11
+ *
12
+ * Only the order changes: the same three vertices are emitted, so coverage (the fill rule is
13
+ * defined on the triangle's interior, not its vertex order), depth, and barycentric interpolation
14
+ * are all untouched. `flat` varyings are safe as long as they are constant across the triangle,
15
+ * which for a visibility buffer's mesh/triangle ids they are.
16
+ *
17
+ * Safe to apply to the raw builtin, before any clamp or bounds guard: a meshlet's padding vertices
18
+ * begin at `primitive_count * 3`, always a corner-0 boundary, so the permutation maps each padding
19
+ * triple onto itself and can never move a padding vertex into range or a real one out of it.
20
+ *
21
+ * @see chunk_node3d_flags for where the `reverse` bit comes from
22
+ * @type {CodeChunk}
23
+ */
24
+ export const chunk_triangle_list_reverse_winding = CodeChunk.from(
25
+ //language=WGSL
26
+ `
27
+ fn triangle_list_reverse_winding( draw_index: u32, reverse: bool ) -> u32{
28
+ // corner 0 -> +2, corner 1 -> +0, corner 2 -> -2
29
+ let reversed = draw_index + 2u - ( draw_index % 3u ) * 2u;
30
+
31
+ return select( draw_index, reversed, reverse );
32
+ }
33
+ `, [])
@@ -0,0 +1,25 @@
1
+ /**
2
+ * Default per-frame shadow refresh budget, measured in **views** (one cube face counts as one
3
+ * view, one CSM cascade counts as one view, etc.). A point light costs 6 views, a spot light 1, a
4
+ * directional SHADOWMAP_CSM_CASCADE_COUNT. A bigger light consumes more of the budget, which
5
+ * keeps the cost of the refresh step roughly proportional to how much work we're asking the
6
+ * GPU to do — a single point light running the meshlet rasterization pipeline 6 times is
7
+ * equivalent work to 6 spot lights.
8
+ *
9
+ * Directional lights are always refreshed unconditionally (they drive the whole scene) and
10
+ * their view cost is charged against the budget, so they effectively reduce the pool available
11
+ * for local lights that frame.
12
+ *
13
+ * Unused budget is carried over between frames when demand exceeds supply. This lets a light
14
+ * that's too expensive to fit in a single frame (e.g. a point needing 6 views when only 2 are
15
+ * free) eventually get its turn without permanently starving other lights.
16
+ *
17
+ * Only the starting value: what a scene actually spends is
18
+ * {@link GPUSceneShadowmapContext.update_budget}, which the renderer pushes from
19
+ * {@link Renderer.shadow_update_budget} every frame. Raise it to keep more lights current for more
20
+ * raster work per frame, lower it to spend less.
21
+ *
22
+ * @type {number}
23
+ */
24
+ export const DEFAULT_SHADOWMAP_UPDATE_BUDGET: number;
25
+ //# sourceMappingURL=DEFAULT_SHADOWMAP_UPDATE_BUDGET.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"DEFAULT_SHADOWMAP_UPDATE_BUDGET.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/map/DEFAULT_SHADOWMAP_UPDATE_BUDGET.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,8CAFU,MAAM,CAEiC"}
@@ -0,0 +1,24 @@
1
+ /**
2
+ * Default per-frame shadow refresh budget, measured in **views** (one cube face counts as one
3
+ * view, one CSM cascade counts as one view, etc.). A point light costs 6 views, a spot light 1, a
4
+ * directional SHADOWMAP_CSM_CASCADE_COUNT. A bigger light consumes more of the budget, which
5
+ * keeps the cost of the refresh step roughly proportional to how much work we're asking the
6
+ * GPU to do — a single point light running the meshlet rasterization pipeline 6 times is
7
+ * equivalent work to 6 spot lights.
8
+ *
9
+ * Directional lights are always refreshed unconditionally (they drive the whole scene) and
10
+ * their view cost is charged against the budget, so they effectively reduce the pool available
11
+ * for local lights that frame.
12
+ *
13
+ * Unused budget is carried over between frames when demand exceeds supply. This lets a light
14
+ * that's too expensive to fit in a single frame (e.g. a point needing 6 views when only 2 are
15
+ * free) eventually get its turn without permanently starving other lights.
16
+ *
17
+ * Only the starting value: what a scene actually spends is
18
+ * {@link GPUSceneShadowmapContext.update_budget}, which the renderer pushes from
19
+ * {@link Renderer.shadow_update_budget} every frame. Raise it to keep more lights current for more
20
+ * raster work per frame, lower it to spend less.
21
+ *
22
+ * @type {number}
23
+ */
24
+ export const DEFAULT_SHADOWMAP_UPDATE_BUDGET = 8;
@@ -50,6 +50,16 @@ export class GPUSceneShadowmapContext {
50
50
  * @type {boolean}
51
51
  */
52
52
  use_tetrahedron_point_shadows: boolean;
53
+ /**
54
+ * @param {number} v views per frame, at least one. A higher budget keeps more lights current
55
+ * and rasterizes more per frame; a lower one refreshes fewer of them per frame and
56
+ * leaves the rest sampling older depth until their turn comes around.
57
+ */
58
+ set update_budget(v: number);
59
+ /**
60
+ * @returns {number} views this scene may spend refreshing shadowmaps each frame
61
+ */
62
+ get update_budget(): number;
53
63
  /**
54
64
  * @returns {number} number of shadowmaps rasterized in the most recent draw pass
55
65
  */
@@ -1 +1 @@
1
- {"version":3,"file":"GPUSceneShadowmapContext.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js"],"names":[],"mappings":"AAyGA;;GAEG;AACH;IAoNI;;;;;;;;OAQG;IACH,sBAPW,eAAe,aACf,eAAe,SAGf,kBAAkB,EA+D5B;IAxRD,2BAAwG;IAExG;;;OAGG;IACH,SAFU,iBAAiB,CAEnB;IAQR;;;;;;;;OAQG;IACH,qBAFU,WAAW,CAED;IAsCpB;;;;;;;;OAQG;IACH,SAFU,OAAO,CAEF;IAEf;;;;;;;;;;OAUG;IACH,+BAFU,OAAO,CAEqB;IA2EtC;;OAEG;IACH,iCAEC;IAED;;;;;;OAMG;IACH,oCAEC;IAED;;;;;OAKG;IACH,oCAEC;IAkGD;;;;;OAKG;IACH,iCAMC;IAgHD;;;;OAIG;IACH,eAHW,KAAK,GACH,SAAS,GAAC,SAAS,CAI/B;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA2CG;IACH,6BAPW,MAAM,SAEN,eAAe,eACf,MAAM,mBACN,UAAU,MAAM,CAAC,QAgE3B;IAyED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA+BG;IACH,kBAFW,sBAAsB,QAsFhC;IAsbD;;;;;;;;;;;;;;;;;;;;OAoBG;IACH,kBALa,OAAO,CAwOnB;IAED;;;;OAIG;IACH,iBAHW,MAAM,GACJ,KAAK,CAWjB;IAED,gBAiBC;;CACJ;qCA38CY,OAAO,2CAA2C,EAAE,sBAAsB;8BAC1E,OAAO,0BAA0B,EAAE,eAAe;qBAClD,OAAO,wBAAwB,EAAE,MAAM;iCACvC,OAAO,mCAAmC,EAAE,kBAAkB;oBAC9D,OAAO,4BAA4B,EAAE,KAAK;8BAC1C,OAAO,gCAAgC,EAAE,eAAe;wBACxD,OAAO,gBAAgB,EAAE,SAAS;oCA7DX,+DAA+D;kCAkBjE,oCAAoC;4BAG1C,2BAA2B;kBAtBrC,wCAAwC"}
1
+ {"version":3,"file":"GPUSceneShadowmapContext.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js"],"names":[],"mappings":"AAsFA;;GAEG;AACH;IAgPI;;;;;;;;OAQG;IACH,sBAPW,eAAe,aACf,eAAe,SAGf,kBAAkB,EA+D5B;IApTD,2BAAwG;IAExG;;;OAGG;IACH,SAFU,iBAAiB,CAEnB;IAQR;;;;;;;;OAQG;IACH,qBAFU,WAAW,CAED;IAsCpB;;;;;;;;OAQG;IACH,SAFU,OAAO,CAEF;IAEf;;;;;;;;;;OAUG;IACH,+BAFU,OAAO,CAEqB;IA2BtC;;;;OAIG;IACH,6BAIC;IAhBD;;OAEG;IACH,4BAEC;IA8ED;;OAEG;IACH,iCAEC;IAED;;;;;;OAMG;IACH,oCAEC;IAED;;;;;OAKG;IACH,oCAEC;IAkGD;;;;;OAKG;IACH,iCAMC;IAgHD;;;;OAIG;IACH,eAHW,KAAK,GACH,SAAS,GAAC,SAAS,CAI/B;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA2CG;IACH,6BAPW,MAAM,SAEN,eAAe,eACf,MAAM,mBACN,UAAU,MAAM,CAAC,QAgE3B;IAyED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA+BG;IACH,kBAFW,sBAAsB,QAsFhC;IAsbD;;;;;;;;;;;;;;;;;;;;OAoBG;IACH,kBALa,OAAO,CAwOnB;IAED;;;;OAIG;IACH,iBAHW,MAAM,GACJ,KAAK,CAWjB;IAED,gBAiBC;;CACJ;qCAn9CY,OAAO,2CAA2C,EAAE,sBAAsB;8BAC1E,OAAO,0BAA0B,EAAE,eAAe;qBAClD,OAAO,wBAAwB,EAAE,MAAM;iCACvC,OAAO,mCAAmC,EAAE,kBAAkB;oBAC9D,OAAO,4BAA4B,EAAE,KAAK;8BAC1C,OAAO,gCAAgC,EAAE,eAAe;wBACxD,OAAO,gBAAgB,EAAE,SAAS;oCA9DX,+DAA+D;kCAkBjE,oCAAoC;4BAG1C,2BAA2B;kBAtBrC,wCAAwC"}
@@ -30,6 +30,7 @@ import {
30
30
  shader_csm_caster_range_accumulate,
31
31
  shader_csm_caster_range_publish,
32
32
  } from "./csm/shader/shader_csm_caster_range.js";
33
+ import { DEFAULT_SHADOWMAP_UPDATE_BUDGET } from "./DEFAULT_SHADOWMAP_UPDATE_BUDGET.js";
33
34
  import { DirectionalLightShadowmap } from "./DirectionalLightShadowmap.js";
34
35
  import { POINT_SHADOW_CUBE_COLS, POINT_SHADOW_CUBE_ROWS } from "./POINT_SHADOW_CUBE_LAYOUT.js";
35
36
  import {
@@ -83,26 +84,6 @@ const DEFAULT_SHADOWMAP_DIRECTIONAL_RESOLUTION = [
83
84
  */
84
85
  const DEFAULT_SHADOWMAP_LOCAL_RESOLUTION = 128;
85
86
 
86
- /**
87
- * Per-frame shadow refresh budget, measured in **views** (one cube face counts as one view,
88
- * one CSM cascade counts as one view, etc.). A point light costs 6 views, a spot light 1, a
89
- * directional SHADOWMAP_CSM_CASCADE_COUNT. A bigger light consumes more of the budget, which
90
- * keeps the cost of the refresh step roughly proportional to how much work we're asking the
91
- * GPU to do — a single point light running the meshlet rasterization pipeline 6 times is
92
- * equivalent work to 6 spot lights.
93
- *
94
- * Directional lights are always refreshed unconditionally (they drive the whole scene) and
95
- * their view cost is charged against the budget, so they effectively reduce the pool available
96
- * for local lights that frame.
97
- *
98
- * Unused budget is carried over between frames when demand exceeds supply — see
99
- * {@link GPUSceneShadowmapContext.#budget_carry_over}. This lets a light that's too expensive
100
- * to fit in a single frame (e.g. a point needing 6 views when only 2 are free) eventually get
101
- * its turn without permanently starving other lights.
102
- * @type {number}
103
- */
104
- const SHADOWMAP_UPDATE_BUDGET = 8;
105
-
106
87
  /**
107
88
  * Shadows for a single scene
108
89
  */
@@ -200,6 +181,34 @@ export class GPUSceneShadowmapContext {
200
181
  */
201
182
  #current_frame_index = -1;
202
183
 
184
+ /**
185
+ * Per-frame refresh budget in views, spent by {@link select_for_draw} on top of
186
+ * {@link #budget_carry_over}. Defaults to {@link DEFAULT_SHADOWMAP_UPDATE_BUDGET}, which is
187
+ * also where the view accounting is written down; the renderer pushes its own
188
+ * {@link Renderer.shadow_update_budget} here before each frame's light update, alongside
189
+ * {@link enabled}.
190
+ * @type {number}
191
+ */
192
+ #update_budget = DEFAULT_SHADOWMAP_UPDATE_BUDGET;
193
+
194
+ /**
195
+ * @returns {number} views this scene may spend refreshing shadowmaps each frame
196
+ */
197
+ get update_budget() {
198
+ return this.#update_budget;
199
+ }
200
+
201
+ /**
202
+ * @param {number} v views per frame, at least one. A higher budget keeps more lights current
203
+ * and rasterizes more per frame; a lower one refreshes fewer of them per frame and
204
+ * leaves the rest sampling older depth until their turn comes around.
205
+ */
206
+ set update_budget(v) {
207
+ assert.isPositiveInteger(v, 'update_budget');
208
+
209
+ this.#update_budget = v;
210
+ }
211
+
203
212
  /**
204
213
  * View-budget surplus carried forward from prior frames. Accumulates whenever we had
205
214
  * non-directional candidates that couldn't fit in the per-frame budget (i.e. a point light
@@ -602,7 +611,7 @@ export class GPUSceneShadowmapContext {
602
611
  // Steps 4 and 5: score every map and greedy-fill the view budget in score order. See
603
612
  // ShadowmapDrawSelector for why this is a heap drain rather than a sort — the budget
604
613
  // consumes a handful of winners out of however many candidates the scene has.
605
- const budget_total = SHADOWMAP_UPDATE_BUDGET + this.#budget_carry_over;
614
+ const budget_total = this.#update_budget + this.#budget_carry_over;
606
615
  const selector = this.#selector;
607
616
 
608
617
  selector.select(shadowmaps, frame_index, budget_total);
@@ -1 +0,0 @@
1
- {"version":3,"file":"LayoutBoxGraph.d.ts","sourceRoot":"","sources":["../../../../../../../src/core/model/node-graph/visual/layout/LayoutBoxGraph.js"],"names":[],"mappings":"AAEA;;;GAGG;AACH,8BAFU,MAAM,CAEiB;AAEjC;;;;;;;;GAQG;AACH,8BAFU,MAAM,CAEiB;AAEjC;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAyFI;;;OAGG;IACH,wBAHW,MAAM,eACN,MAAM,EAIhB;IA7FD;;OAEG;IACH,WAFU,MAAM,CAEF;IAEd;;;OAGG;IACH,OAFU,YAAY,CAEhB;IAEN;;;OAGG;IACH,OAFU,YAAY,CAEhB;IAEN;;OAEG;IACH,OAFU,YAAY,CAEhB;IAEN;;OAEG;IACH,OAFU,YAAY,CAEhB;IAEN;;;OAGG;IACH,WAFU,UAAU,CAEV;IAEV;;;OAGG;IACH,UAFU,UAAU,CAEX;IAET;;OAEG;IACH,YAFU,MAAM,CAED;IAEf;;OAEG;IACH,WAFU,UAAU,CAEV;IAEV;;OAEG;IACH,SAFU,UAAU,CAEZ;IAER;;;OAGG;IACH,aAFU,YAAY,CAEV;IAEZ;;;OAGG;IACH,WAFU,YAAY,CAEZ;IAEV;;;OAGG;IACH,YAFU,UAAU,CAET;IAEX;;OAEG;IACH,UAFU,UAAU,CAEX;IAET;;OAEG;IACH,WAFU,UAAU,CAEV;IAEV;;OAEG;IACH,SAFU,UAAU,CAEZ;IAUR;;;;;;;;;OASG;IACH,kBAJW,MAAM,cACN,MAAM,GACJ,IAAI,CAwBhB;IAED;;;;;;OAMG;IACH,eANW,MAAM,SACN,MAAM,UACN,MAAM,QACN,MAAM,GACJ,IAAI,CAMhB;IAED;;;;;;;OAOG;IACH,gBAPW,MAAM,QACN,MAAM,MACN,MAAM,UACN,MAAM,QACN,MAAM,GACJ,IAAI,CAOhB;IAED;;;;;;;;OAQG;IACH,mBAFa,IAAI,CAsChB;IAED;;;OAGG;IACH,gBAHW,MAAM,GACJ,MAAM,CAIlB;IAED;;;OAGG;IACH,eAHW,MAAM,GACJ,MAAM,CAIlB;CACJ"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"layout_assign_coordinates.d.ts","sourceRoot":"","sources":["../../../../../../../src/core/model/node-graph/visual/layout/layout_assign_coordinates.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0CG;AACH,8EAVW,MAAM,SACN,UAAU,QACV,UAAU,eACV,UAAU,oCAER;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,MAAM,CAAA;CAAC,CAgC3C"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"layout_assign_layers.d.ts","sourceRoot":"","sources":["../../../../../../../src/core/model/node-graph/visual/layout/layout_assign_layers.js"],"names":[],"mappings":"AAUA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,sEAPW,UAAU,GAER,MAAM,CAsDlB"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"layout_break_cycles.d.ts","sourceRoot":"","sources":["../../../../../../../src/core/model/node-graph/visual/layout/layout_break_cycles.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,4DANa,UAAU,CAmOtB"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"layout_insert_lanes.d.ts","sourceRoot":"","sources":["../../../../../../../src/core/model/node-graph/visual/layout/layout_insert_lanes.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH,yEARW,UAAU,GAGR,MAAM,CA8ElB"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"layout_order_layers.d.ts","sourceRoot":"","sources":["../../../../../../../src/core/model/node-graph/visual/layout/layout_order_layers.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAsCG;AACH,wEATW,MAAM,UACN,MAAM,GACJ;IAAC,KAAK,EAAE,UAAU,CAAC;IAAC,IAAI,EAAE,UAAU,CAAC;IAAC,WAAW,EAAE,UAAU,CAAC;IAAC,SAAS,EAAE,MAAM,CAAA;CAAC,CAyJ7F"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"layout_orient_links.d.ts","sourceRoot":"","sources":["../../../../../../../src/core/model/node-graph/visual/layout/layout_orient_links.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;GAkBG;AACH,qEANW,UAAU,GACR,MAAM,CAkClB"}
@@ -1,150 +0,0 @@
1
- # `.vgeo` viewer
2
-
3
- An interactive viewer for the virtual-geometry container. Run the dev server and open it:
4
-
5
- ```bash
6
- npm run dev --workspace @woosh/meep-engine
7
- ```
8
-
9
- <http://localhost:5173/src/shade/playground/vgeo_viewer/index.html>
10
-
11
- Nothing loads by itself. **Drop a `.vgeo` anywhere on the page**, pass `?file=/data/models/…​.vgeo`
12
- to open one by URL — which is what makes a particular view of a particular asset a bookmark — or
13
- press **build a sample asset**, which runs the builder in the page over a torus and opens the
14
- container it produces. `?sample` does the last one on load.
15
-
16
- ## What is on screen
17
-
18
- Not the asset — the **cut**: the clusters the container's own metric selects for where the camera is
19
- standing, coloured so the seams between them are visible, with the cluster count on screen.
20
-
21
- **The cut is frozen until you ask for a new one.** *Adapt to view* re-runs the traversal at wherever
22
- the camera is now; everything after that is you flying around a decision taken from somewhere else,
23
- which is the only way to see what a cut actually selected. *Follow the camera* makes it chase
24
- instead. *tau* is the one quality dial — pixels of permitted error.
25
-
26
- Drawing goes through Shade's direct geometry path (a `DynamicMesh` from raw attributes, no meshlet
27
- encode) because a cut is rebuilt from scratch on every adapt, and it is drawn opaque so the depth
28
- buffer orders its own triangles.
29
-
30
- ## What makes it a streaming viewer
31
-
32
- The reader under it never holds the whole file. Opening a container reads the header, the level
33
- table and the root frame — `VGEO_FORMAT.md` §10's always-resident set, two range requests — and
34
- after that a page arrives only because a traversal asked for it, from exactly the byte range the
35
- page pointing at it wrote down.
36
-
37
- So a cut can be taken before the file has finished arriving, and this is the interesting part: it is
38
- **clamped, not wrong**. Where the page holding a refinement is missing, the coarser cluster is drawn
39
- and a *want* is recorded, and the surface is watertight either way.
40
-
41
- "Missing" there means §10's *selectable*, not merely resident: a group is refined into only once
42
- every page holding one of its parents is here. A group's parents are made by one simplification step
43
- but grouped for the next one separately, so an asset of more than a page per band puts some of them
44
- in different pages — and refining into a group because its own page arrived, while a coarse cluster
45
- still stands in for a parent that has not, draws both over the same surface. Those clamps carry no
46
- want, because there is nothing to fetch from a cluster that already has the bytes it points at; the
47
- panel counts them under *of those, on a parent*.
48
-
49
- Three controls turn that into something you can watch:
50
-
51
- | control | what it shows |
52
- |---|---|
53
- | **colour by clamp** | amber where the surface is standing in for a page that has not arrived, slate where the cut is the one the file selects |
54
- | **stream *n* wanted page(s)** | installs eight of them, retakes the cut, repeats — refinement happening in steps rather than in one jump |
55
- | **evict everything but the root** | back to cold, so it arrives again |
56
-
57
- The **streaming** panel is the measurement: `read so far` against the file's own size, the request
58
- count, what the cold start cost, and how many pages are resident. On anything larger than a toy the
59
- first of those is a small fraction, and that is the whole claim.
60
-
61
- **head prefix** re-opens the current file from cold under a different one. §10 offers a reader two
62
- cold starts — the 256-byte header and then one exact range per wanted page, or one speculative
63
- prefix that brings the head and whatever else it happens to cover — and this is the dial between
64
- them. Coarse-first layout is what makes the second worth doing: a prefix that overshoots the root
65
- frame has overshot into the pages the traversal is about to want. Watch `read so far` and `requests`
66
- move against each other. `?head=<bytes>` sets it on load.
67
-
68
- **head prefix** on the streaming panel is what is still *held*, and it says `released` for most of a
69
- session: the reader drops the prefix the first time a read falls outside it, because after the pages
70
- inside it have installed it is bytes nothing will read — and at a thousand open assets a retained
71
- 256 KiB apiece was a quarter of a gigabyte that neither `resident` nor eviction could see. The
72
- always-resident set is about 2.4 KB, so the prefix is speculation about the next band and 64 KiB is
73
- enough of it; the dial is there to watch the trade rather than to tune it.
74
-
75
- **quarantined** is the other new row, and it is the difference between an asset that is coarse
76
- because the camera just moved and one that is coarse because a page will never arrive — which look
77
- identical on screen. A page that fails its retries is quarantined with its reason and is not asked
78
- for again; the clamped cut keeps its surface correct with a coarser ancestor, indefinitely.
79
-
80
- `read so far` is cumulative and is allowed past 100%: evicting and re-streaming really does fetch
81
- those pages again, and the audit really does read every byte.
82
-
83
- ## Validation is optional and off
84
-
85
- **Validation is off by default and is not a precondition for anything.** It reads the whole file —
86
- every frame, every checksum, the directory against a full frame scan — which is exactly what an
87
- incremental reader exists to avoid, and it answers a question about whoever *wrote* the file rather
88
- than about the view being put on screen. Press **validate the whole file** when that is the
89
- question, or pass `?validate`.
90
-
91
- It is not a method on the reader, either. `vgeo_audit_container` and `vgeo_install_all_pages` live in
92
- `format/read/tool/`, and this viewer calls them as the tool it is — a renderer holding a thousand
93
- containers must not have either within reach of one of them. The audit takes the file as a single
94
- `ArrayBuffer`, because every build invariant is a cross-check between two places in it, so it refuses
95
- above 1 GiB naming the size rather than failing in the allocator.
96
-
97
- What is *not* optional, because it is the difference between refusing a file and misreading one:
98
- magic, minimum reader version, payload encoding, hash algorithm, unknown required feature bits,
99
- unknown codecs, a `decoded_size` outside what the stored bytes could physically produce, and a root
100
- frame that disagrees with the header about its own size. Those are §4 and §10 reject rules and they
101
- always run.
102
-
103
- **verify each frame's checksum** sits between the two. A frame's identity-seeded checksum covers
104
- only that frame, so it is verified from bytes just fetched, with no extra request and no whole-file
105
- pass — §10 requires it of a runtime, where a quarantined page is the difference between a coarse
106
- stand-in and a wrong surface. Off here for the same reason the audit is: hashing every installed
107
- byte costs something, and a tool looking at a file it just built is not defending against a network.
108
- It is read per fetch, so ticking it applies to the next page rather than to a reopen. `?verify` sets
109
- it on load.
110
-
111
- ## What lives where
112
-
113
- The reader is **not** part of this page. It is `renderer/geometry/virtual/format/read/`, it is the
114
- shape a runtime would use, and it knows nothing about drawing:
115
-
116
- | | |
117
- |---|---|
118
- | `VGeoByteSource` | a range at a time, over an `ArrayBuffer` or a dropped `Blob` |
119
- | `vgeo_fetch_byte_source` | the same over HTTP, refusing a `200` where it asked for a range |
120
- | `vgeo_read_header` | header and level table, with §4's reject rules |
121
- | `vgeo_read_page` | one fetched frame → one `VGeoPage`; needs nothing else |
122
- | `VGeoPage` | a page's own bytes and its own cluster/group/child tables |
123
- | `VGeoContainerReader` | residency: open, install, evict, and the optional audit |
124
- | `VGeoDirectory` | the auxiliary page directory, for reaching pages no traversal leads to |
125
-
126
- What belongs to the page is everything above the bytes:
127
-
128
- | | |
129
- |---|---|
130
- | `select_cut.js` | the traversal, the residency clamp, and the wants it records |
131
- | `cut_geometry.js` | decoding selected clusters into one drawable geometry, and the colour modes |
132
- | `sample_asset.js` | a container built in the page, so there is something to open |
133
- | `main.js` | renderer, camera, panel, and the streaming loop |
134
-
135
- ## Driving it from a script
136
-
137
- Everything is reachable from the console, which is what makes the page verifiable in a headless
138
- browser rather than by a person watching it:
139
-
140
- ```js
141
- await __open_sample(); // or __open_url('/data/…​.vgeo')
142
- __vgeo.set_auto_stream(false);
143
- __vgeo.reset_residency(); // back to the root page alone
144
- __state(); // { resident_pages, bytes_read, clusters, clamped, wants, … }
145
- await __stream(); // one round of eight pages, then a fresh cut
146
- await __validate(); // the whole-file audit, as an array of defect strings
147
- ```
148
-
149
- `__state()` is the one to assert on: `clamped` reaching zero is the cut having converged on what the
150
- container selects, and it converges to the same numbers whatever order the pages arrived in.
@@ -1,61 +0,0 @@
1
- /**
2
- * Decode the selected clusters into one geometry.
3
- *
4
- * @param {VGeoCut} cut
5
- * @param {VGEO_COLOR_MODE} color_mode
6
- * @returns {VGeoCutGeometry}
7
- */
8
- export function vgeo_build_cut_geometry(cut: VGeoCut, color_mode: VGEO_COLOR_MODE): VGeoCutGeometry;
9
- /**
10
- * What a cluster's colour is keyed on.
11
- *
12
- * The two normal modes are not keyed on the cluster at all: they paint every vertex with its own
13
- * direction, and the cluster boundaries go with it. `stored normal` is the container's own
14
- * {@link VGEO_ATTRIBUTE.NORMAL }, decoded out of the payload — the only mode that shows an attribute
15
- * the file carries rather than something derived from it. `geometric normal` is the area-weighted
16
- * normal of the decoded triangles, which is what every other mode shades with. The pair is the
17
- * point: they agree where the builder's normals still describe the geometry it shipped, and a source
18
- * with no normals at all makes the first one flat.
19
- *
20
- * `clamp` is the streaming one: it paints the clusters a coarser page is standing in for, so the
21
- * regions still waiting on bytes are visible as regions rather than as a number in a panel.
22
- */
23
- export type VGEO_COLOR_MODE = string;
24
- export namespace VGEO_COLOR_MODE {
25
- let Cluster: string;
26
- let Group: string;
27
- let Page: string;
28
- let Level: string;
29
- let Error: string;
30
- let Clamp: string;
31
- let StoredNormal: string;
32
- let GeometricNormal: string;
33
- }
34
- /**
35
- * A cut, decoded into one geometry.
36
- *
37
- * Nothing about it depends on where the camera is: the mesh is drawn solid and the depth buffer
38
- * orders it, so the triangle list is uploaded once when the cut is taken and never touched again.
39
- */
40
- export class VGeoCutGeometry {
41
- /**
42
- * Position and colour, indexed by {@link triangles}.
43
- * @type {Geometry}
44
- */
45
- geometry: Geometry;
46
- /**
47
- * `3 · triangle_count` — the full triangle list, in cluster order, and the geometry's index.
48
- * @type {Uint32Array}
49
- */
50
- triangles: Uint32Array;
51
- /**
52
- * @type {number}
53
- */
54
- triangle_count: number;
55
- /**
56
- * @type {number}
57
- */
58
- vertex_count: number;
59
- }
60
- import { Geometry } from "../../renderer/geometry/Geometry.js";
61
- //# sourceMappingURL=cut_geometry.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"cut_geometry.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/vgeo_viewer/cut_geometry.js"],"names":[],"mappings":"AAqOA;;;;;;GAMG;AACH,kEAHW,eAAe,GACb,eAAe,CAsM3B;;;;;;;;;;;;;;;8BArXS,MAAM;;;;;;;;;;;AA4IhB;;;;;GAKG;AACH;IACI;;;OAGG;IACH,UAFU,QAAQ,CAEQ;IAE1B;;;OAGG;IACH,WAFU,WAAW,CAEU;IAE/B;;OAEG;IACH,gBAFU,MAAM,CAEG;IAEnB;;OAEG;IACH,cAFU,MAAM,CAEC;CACpB;yBA5NwB,qCAAqC"}