@woosh/meep-engine 3.38.0 → 3.39.0

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 (962) hide show
  1. package/build/bundle-worker-image-decoder.js +1 -1
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/package.json +1 -1
  4. package/src/core/binary/BinaryBuffer.d.ts +11 -0
  5. package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
  6. package/src/core/binary/BinaryBuffer.js +30 -0
  7. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.d.ts.map +1 -1
  8. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.js +28 -7
  9. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts +15 -0
  10. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -1
  11. package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +41 -0
  12. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts +12 -0
  13. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts.map +1 -1
  14. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.js +27 -0
  15. package/src/core/geom/3d/gjk/gjk.js +3 -3
  16. package/src/core/geom/3d/gjk/gjk_distance.d.ts +94 -0
  17. package/src/core/geom/3d/gjk/gjk_distance.d.ts.map +1 -0
  18. package/src/core/geom/3d/gjk/gjk_distance.js +782 -0
  19. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts +5 -4
  20. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
  21. package/src/core/geom/3d/gjk/gjk_epa_penetration.js +14 -9
  22. package/src/core/geom/3d/gjk/minkowski_support.d.ts +11 -7
  23. package/src/core/geom/3d/gjk/minkowski_support.d.ts.map +1 -1
  24. package/src/core/geom/3d/gjk/minkowski_support.js +33 -9
  25. package/src/core/geom/3d/gjk/mpr.d.ts.map +1 -1
  26. package/src/core/geom/3d/gjk/mpr.js +26 -5
  27. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts +15 -0
  28. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts.map +1 -1
  29. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.js +106 -33
  30. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts +2 -1
  31. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts.map +1 -1
  32. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.js +4 -8
  33. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts +32 -0
  34. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts.map +1 -0
  35. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.js +85 -0
  36. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts +3 -3
  37. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts.map +1 -1
  38. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.js +24 -34
  39. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts +17 -0
  40. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts.map +1 -1
  41. package/src/core/geom/3d/quaternion/quat3_integrate.js +45 -4
  42. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts +16 -0
  43. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts.map +1 -1
  44. package/src/core/geom/3d/quaternion/quat3_multiply.js +25 -0
  45. package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts +18 -0
  46. package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts.map +1 -1
  47. package/src/core/geom/3d/quaternion/quat3_nlerp.js +45 -0
  48. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts +17 -0
  49. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts.map +1 -1
  50. package/src/core/geom/3d/quaternion/quat3_shortest_arc.js +155 -94
  51. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +12 -0
  52. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -1
  53. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +31 -0
  54. package/src/core/geom/3d/shape/AbstractShape3D.d.ts +20 -6
  55. package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
  56. package/src/core/geom/3d/shape/AbstractShape3D.js +20 -6
  57. package/src/core/geom/3d/shape/BoxShape3D.d.ts +1 -1
  58. package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -1
  59. package/src/core/geom/3d/shape/BoxShape3D.js +5 -1
  60. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +1 -1
  61. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
  62. package/src/core/geom/3d/shape/CapsuleShape3D.js +5 -1
  63. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts +25 -11
  64. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -1
  65. package/src/core/geom/3d/shape/ConvexHullShape3D.js +392 -22
  66. package/src/core/geom/3d/shape/CylinderShape3D.d.ts +8 -7
  67. package/src/core/geom/3d/shape/CylinderShape3D.d.ts.map +1 -1
  68. package/src/core/geom/3d/shape/CylinderShape3D.js +12 -7
  69. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +51 -8
  70. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -1
  71. package/src/core/geom/3d/shape/HeightMapShape3D.js +260 -14
  72. package/src/core/geom/3d/shape/MeshShape3D.d.ts +61 -7
  73. package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -1
  74. package/src/core/geom/3d/shape/MeshShape3D.js +111 -20
  75. package/src/core/geom/3d/shape/PointShape3D.d.ts +1 -1
  76. package/src/core/geom/3d/shape/PointShape3D.d.ts.map +1 -1
  77. package/src/core/geom/3d/shape/PointShape3D.js +1 -1
  78. package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
  79. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  80. package/src/core/geom/3d/shape/PosedShape3D.js +36 -6
  81. package/src/core/geom/3d/shape/SphereShape3D.d.ts +1 -1
  82. package/src/core/geom/3d/shape/SphereShape3D.d.ts.map +1 -1
  83. package/src/core/geom/3d/shape/SphereShape3D.js +5 -1
  84. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +12 -10
  85. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  86. package/src/core/geom/3d/shape/TransformedShape3D.js +53 -19
  87. package/src/core/geom/3d/shape/Triangle3D.d.ts +1 -1
  88. package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -1
  89. package/src/core/geom/3d/shape/Triangle3D.js +5 -1
  90. package/src/core/geom/3d/shape/UnionShape3D.d.ts +1 -1
  91. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  92. package/src/core/geom/3d/shape/UnionShape3D.js +19 -2
  93. package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts +14 -0
  94. package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts.map +1 -1
  95. package/src/core/geom/3d/shape/sdf/sdf3_box.js +67 -5
  96. package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts +14 -0
  97. package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts.map +1 -1
  98. package/src/core/geom/3d/shape/sdf/sdf3_capsule.js +61 -3
  99. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts +14 -0
  100. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts.map +1 -1
  101. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.js +63 -4
  102. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +15 -0
  103. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  104. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +64 -2
  105. package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts +21 -0
  106. package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts.map +1 -1
  107. package/src/core/geom/3d/shape/sdf/sdf3_sphere.js +66 -3
  108. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts +2 -0
  109. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts.map +1 -1
  110. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.js +7 -0
  111. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts +41 -0
  112. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts.map +1 -0
  113. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.js +538 -0
  114. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts +31 -0
  115. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts.map +1 -0
  116. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.js +85 -0
  117. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts +18 -0
  118. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts.map +1 -0
  119. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.js +19 -0
  120. package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts +49 -0
  121. package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts.map +1 -0
  122. package/src/core/geom/3d/triangle/TriangleEdgeFlags.js +55 -0
  123. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts +42 -0
  124. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts.map +1 -0
  125. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.js +85 -0
  126. package/src/core/geom/3d/triangle/tri3_closest_point.d.ts +13 -0
  127. package/src/core/geom/3d/triangle/tri3_closest_point.d.ts.map +1 -1
  128. package/src/core/geom/3d/triangle/tri3_closest_point.js +36 -1
  129. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts +14 -0
  130. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts.map +1 -1
  131. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.js +40 -0
  132. package/src/core/geom/vec3/v3_quaternion_apply.d.ts +19 -0
  133. package/src/core/geom/vec3/v3_quaternion_apply.d.ts.map +1 -1
  134. package/src/core/geom/vec3/v3_quaternion_apply.js +32 -0
  135. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts +19 -0
  136. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts.map +1 -1
  137. package/src/core/geom/vec3/v3_quaternion_apply_inverse.js +32 -0
  138. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +135 -10
  139. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  140. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +338 -105
  141. package/src/engine/control/first-person/abilities/Ability.d.ts +14 -5
  142. package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -1
  143. package/src/engine/control/first-person/abilities/Ability.js +14 -5
  144. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
  145. package/src/engine/control/first-person/abilities/LedgeGrab.js +16 -12
  146. package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -1
  147. package/src/engine/control/first-person/abilities/Mantle.js +5 -1
  148. package/src/engine/control/first-person/abilities/Slide.js +1 -1
  149. package/src/engine/control/first-person/collision/KinematicMover.d.ts +92 -14
  150. package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
  151. package/src/engine/control/first-person/collision/KinematicMover.js +218 -37
  152. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +5 -0
  153. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  154. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +17 -10
  155. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  156. package/src/engine/ecs/EntityComponentDataset.js +27 -13
  157. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  158. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +4 -0
  159. package/src/engine/ecs/transform/Transform64.d.ts +4 -2
  160. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  161. package/src/engine/ecs/transform/Transform64.js +10 -16
  162. package/src/engine/graphics/ecs/water/Water.d.ts +25 -63
  163. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  164. package/src/engine/graphics/ecs/water/Water.js +110 -125
  165. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  166. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +38 -74
  167. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +1 -1
  168. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -1
  169. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -18
  170. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
  171. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
  172. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
  173. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
  174. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
  175. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
  176. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
  177. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
  178. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
  179. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
  180. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
  181. package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
  182. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
  183. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
  184. package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
  185. package/src/engine/graphics3/WaterSystem.d.ts +39 -3
  186. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  187. package/src/engine/graphics3/WaterSystem.js +134 -25
  188. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
  189. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
  190. package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
  191. package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
  192. package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
  193. package/src/engine/interpolation/InterpolationLog.js +12 -6
  194. package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
  195. package/src/engine/interpolation/InterpolationSystem.js +39 -8
  196. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
  197. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
  198. package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
  199. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
  200. package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
  201. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
  202. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
  203. package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
  204. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
  205. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
  206. package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
  207. package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
  208. package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
  209. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  210. package/src/engine/physics/body/SolverBodyState.js +4 -5
  211. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
  212. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
  213. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
  214. package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
  215. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  216. package/src/engine/physics/ccd/linear_sweep.js +1131 -97
  217. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +13 -0
  218. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
  219. package/src/engine/physics/cloth/collider/ClothColliderIndex.js +90 -22
  220. package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +84 -24
  221. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
  222. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  223. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
  224. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  225. package/src/engine/physics/cloth/ecs/ClothWorld.js +59 -47
  226. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  227. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +62 -55
  228. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
  229. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
  230. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
  231. package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
  232. package/src/engine/physics/cloth/playground/garment_build.js +6 -6
  233. package/src/engine/physics/cloth/playground/garment_main.js +18 -14
  234. package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
  235. package/src/engine/physics/cloth/solver/cloth_contact_find.js +8 -5
  236. package/src/engine/physics/cloth/solver/cloth_solve_vertex.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/solver/cloth_solve_vertex.js +8 -5
  238. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
  239. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +15 -15
  240. package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.d.ts +5 -0
  241. package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.d.ts.map +1 -1
  242. package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.js +32 -9
  243. package/src/engine/physics/constraint/solve_constraints.d.ts +50 -8
  244. package/src/engine/physics/constraint/solve_constraints.d.ts.map +1 -1
  245. package/src/engine/physics/constraint/solve_constraints.js +703 -429
  246. package/src/engine/physics/contact/ManifoldStore.d.ts +12 -0
  247. package/src/engine/physics/contact/ManifoldStore.d.ts.map +1 -1
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  904. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts +8 -0
  905. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts.map +1 -0
  906. package/src/shade/renderer/water/medium/shader_water_bodies_derive.js +30 -0
  907. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts +28 -0
  908. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts.map +1 -0
  909. package/src/shade/renderer/water/optics/chunk_water_inscatter.js +123 -0
  910. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts +23 -0
  911. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts.map +1 -0
  912. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts +18 -0
  913. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts.map +1 -0
  914. package/src/shade/renderer/water/optics/chunk_water_optics.d.ts +12 -0
  915. package/src/shade/renderer/water/optics/chunk_water_optics.d.ts.map +1 -0
  916. package/src/shade/renderer/water/optics/chunk_water_optics.js +75 -0
  917. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts +27 -0
  918. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts.map +1 -0
  919. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js +74 -0
  920. package/src/shade/renderer/water/shader_water.d.ts +10 -4
  921. package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
  922. package/src/shade/renderer/water/shader_water.js +406 -384
  923. package/src/shade/renderer/water/shader_water_avboit.d.ts.map +1 -1
  924. package/src/shade/renderer/water/shader_water_avboit.js +19 -9
  925. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts +98 -0
  926. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts.map +1 -0
  927. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.js +408 -0
  928. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts +12 -0
  929. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts.map +1 -0
  930. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.js +27 -0
  931. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts +14 -0
  932. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts.map +1 -0
  933. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.js +49 -0
  934. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts +15 -0
  935. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts.map +1 -0
  936. package/src/shade/renderer/water/surface/chunk_water_wave.js +48 -0
  937. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts +9 -0
  938. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts.map +1 -0
  939. package/src/shade/renderer/water/surface/chunk_water_wave_grid.js +47 -0
  940. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts +10 -0
  941. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts.map +1 -0
  942. package/src/shade/renderer/water/surface/shader_water_surface_write.js +51 -0
  943. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts +12 -0
  944. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts.map +1 -0
  945. package/src/shade/renderer/water/surface/shader_water_wave_step.js +54 -0
  946. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts +13 -0
  947. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts.map +1 -0
  948. package/src/shade/renderer/water/surface/water_surface_grid_indices.js +39 -0
  949. package/src/shade/renderer/water/water_missing_receiver_path.d.ts +17 -0
  950. package/src/shade/renderer/water/water_missing_receiver_path.d.ts.map +1 -0
  951. package/src/shade/renderer/water/water_missing_receiver_path.js +40 -0
  952. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  953. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +247 -23
  954. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts +18 -14
  955. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  956. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +48 -6
  957. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +0 -29
  958. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +0 -1
  959. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +0 -43
  960. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts +0 -7
  961. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts.map +0 -1
  962. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
@@ -1,13 +1,14 @@
1
1
  export const CSM_CASTER_RANGE_WORKGROUP_SIZE: number;
2
2
  /**
3
- * What one directional shadow map's accumulate pass runs with: the frusta the CPU fitted this
4
- * frame, and where in the scratch buffer this map's cascades accumulate.
3
+ * What one directional shadow map's accumulate pass runs with, besides its cascades' planes: the
4
+ * light's axis, and where in the scratch buffer the map's cascades accumulate.
5
5
  *
6
6
  * @type {WebGPUStruct}
7
7
  */
8
8
  export const CSM_CASTER_RANGE_SETTINGS_STRUCT: WebGPUStruct;
9
9
  /**
10
- * What the publish pass runs with.
10
+ * What the publish pass runs with: the map's cascades, as the `shadow_directional` range names them.
11
+ * Its scratch words are the same rows' — see {@link CSM_CASTER_RANGE_SETTINGS_STRUCT#base}.
11
12
  *
12
13
  * @type {WebGPUStruct}
13
14
  */
@@ -43,10 +44,11 @@ export const CSM_CASTER_RANGE_PUBLISH_STRUCT: WebGPUStruct;
43
44
  */
44
45
  export const shader_csm_caster_range_accumulate: ComputeShader;
45
46
  /**
46
- * Copy one map's accumulated ranges into its row of the light database's `shadow_csm_caster_range`
47
- * table — where the readback reads them from — and reset the scratch for the next frame.
47
+ * Copy one map's accumulated ranges into its cascades' rows of the light database's
48
+ * `shadow_cascade` table — the `caster_near` field and nothing else, which the readback reads — and
49
+ * reset the scratch for the next frame.
48
50
  *
49
- * One workgroup, one thread: the row is one record, written whole.
51
+ * One workgroup, one thread: a map has a handful of cascades.
50
52
  *
51
53
  * @type {ComputeShader}
52
54
  */
@@ -1 +1 @@
1
- {"version":3,"file":"shader_csm_caster_range.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.js"],"names":[],"mappings":"AAcA,qDAAiF;AAEjF;;;;;GAKG;AACH,+CAFU,YAAY,CAmBc;AAEpC;;;;GAIG;AACH,8CAFU,YAAY,CAQa;AAqFnC;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,iDAFU,aAAa,CAMpB;AAUH;;;;;;;GAOG;AACH,8CAFU,aAAa,CAgCpB;6BAvN0B,yCAAyC;8BAGxC,qCAAqC"}
1
+ {"version":3,"file":"shader_csm_caster_range.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.js"],"names":[],"mappings":"AAaA,qDAAiF;AAEjF;;;;;GAKG;AACH,+CAFU,YAAY,CAgBc;AAEpC;;;;;GAKG;AACH,8CAFU,YAAY,CAKa;AAyFnC;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,iDAFU,aAAa,CAMpB;AAUH;;;;;;;;GAQG;AACH,8CAFU,aAAa,CA2BpB;6BAjN0B,yCAAyC;8BAGxC,qCAAqC"}
@@ -9,14 +9,13 @@ import { ShaderResourceSetDescriptor } from "../../../../shader/resource/ShaderR
9
9
  import { chunk_atomic_min_f32_storage } from "../../../../shader/chunk/atomic/chunk_atomic_min_f32_storage.js";
10
10
  import { LIGHT_DATABASE_SPEC } from "../../../../light/LIGHT_DATABASE_SPEC.js";
11
11
  import { MESHES_TABLE } from "../../../../scene/chunk_scene_database_access.js";
12
- import { CSM_CASTER_RANGE_UNKNOWN } from "../CSM_CASTER_RANGE_STRUCT.js";
13
- import { SHADOWMAP_CSM_CASCADE_COUNT } from "../SHADOWMAP_CSM_CASCADE_COUNT.js";
12
+ import { CSM_CASTER_RANGE_UNKNOWN } from "../CSM_CASCADE_STRUCT.js";
14
13
 
15
14
  export const CSM_CASTER_RANGE_WORKGROUP_SIZE = COMPUTE_SHADER_DEFAULT_GROUP_SIZE;
16
15
 
17
16
  /**
18
- * What one directional shadow map's accumulate pass runs with: the frusta the CPU fitted this
19
- * frame, and where in the scratch buffer this map's cascades accumulate.
17
+ * What one directional shadow map's accumulate pass runs with, besides its cascades' planes: the
18
+ * light's axis, and where in the scratch buffer the map's cascades accumulate.
20
19
  *
21
20
  * @type {WebGPUStruct}
22
21
  */
@@ -28,41 +27,40 @@ export const CSM_CASTER_RANGE_SETTINGS_STRUCT = WebGPUStruct.from({
28
27
  */
29
28
  z_axis: vec4f,
30
29
  /**
31
- * The four side planes of each cascade's light frustum, four per cascade in cascade order,
32
- * inward: `dot(n, p) + w >= 0` is inside. Not normalized, and they need not be.
33
- */
34
- planes: WebGPUArray.from(vec4f, SHADOWMAP_CSM_CASCADE_COUNT * 4),
35
- /**
36
- * First scratch word of this map's cascades: cascade `c` accumulates into `base + c`.
30
+ * First scratch word of this map's cascades: cascade `c` accumulates into `base + c`. The
31
+ * scratch has a word per row of the `shadow_cascade` table, so this is the map's first cascade
32
+ * row.
37
33
  */
38
34
  base: u32,
39
35
  cascade_count: u32,
40
36
  }, "CSMCasterRangeSettings").pack();
41
37
 
42
38
  /**
43
- * What the publish pass runs with.
39
+ * What the publish pass runs with: the map's cascades, as the `shadow_directional` range names them.
40
+ * Its scratch words are the same rows' — see {@link CSM_CASTER_RANGE_SETTINGS_STRUCT#base}.
44
41
  *
45
42
  * @type {WebGPUStruct}
46
43
  */
47
44
  export const CSM_CASTER_RANGE_PUBLISH_STRUCT = WebGPUStruct.from({
48
- /** the map's row of the light database's `shadow_csm_caster_range` table */
49
- row: u32,
50
- /** see {@link CSM_CASTER_RANGE_SETTINGS_STRUCT#base} */
51
- base: u32,
45
+ first_cascade: u32,
52
46
  cascade_count: u32,
53
47
  }, "CSMCasterRangePublish").pack();
54
48
 
55
49
  const WG = CSM_CASTER_RANGE_WORKGROUP_SIZE;
56
50
  const PG = MESHES_TABLE.page_iterator_symbol_prefix(WG);
57
- const RANGE_TABLE = LIGHT_DATABASE_SPEC.get('shadow_csm_caster_range');
51
+ const CASCADE_TABLE = LIGHT_DATABASE_SPEC.get('shadow_cascade');
58
52
 
59
53
  const accumulate_resources = new ShaderResourceSetDescriptor();
60
54
 
61
55
  accumulate_resources.createGroup()
62
56
  .addStorageBuffer('scene_database', WebGPUArray.from(u32), false)
63
57
  .addUniform('settings', CSM_CASTER_RANGE_SETTINGS_STRUCT)
64
- // one word per cascade per map, holding plain f32 bit patterns, seeded to the largest finite
65
- // f32 and reset to it by the publish
58
+ // The four side planes of each cascade's light frustum, four per cascade in cascade order,
59
+ // inward: `dot(n, p) + w >= 0` is inside. Not normalized, and they need not be. As many as the
60
+ // map has cascades, which is why they are not in the uniform.
61
+ .addStorageBuffer('planes', WebGPUArray.from(vec4f), false)
62
+ // one word per cascade row, holding plain f32 bit patterns, seeded to the largest finite f32
63
+ // and reset to it by the publish
66
64
  .addStorageBuffer('ranges', WebGPUArray.from(atomic_u32), true);
67
65
 
68
66
  const accumulate_body = CodeChunk.from(
@@ -110,7 +108,7 @@ fn main(
110
108
  var inside = live;
111
109
 
112
110
  for (var p = 0u; p < 4u; p += 1u) {
113
- let plane = settings.planes[c * 4u + p];
111
+ let plane = planes[c * 4u + p];
114
112
 
115
113
  // the corner furthest along the normal decides whether any of the box is inside
116
114
  let furthest = select(low, high, plane.xyz >= vec3<f32>(0.0));
@@ -179,10 +177,11 @@ publish_resources.createGroup()
179
177
  .addStorageBuffer('light_database', WebGPUArray.from(u32), true);
180
178
 
181
179
  /**
182
- * Copy one map's accumulated ranges into its row of the light database's `shadow_csm_caster_range`
183
- * table — where the readback reads them from — and reset the scratch for the next frame.
180
+ * Copy one map's accumulated ranges into its cascades' rows of the light database's
181
+ * `shadow_cascade` table — the `caster_near` field and nothing else, which the readback reads — and
182
+ * reset the scratch for the next frame.
184
183
  *
185
- * One workgroup, one thread: the row is one record, written whole.
184
+ * One workgroup, one thread: a map has a handful of cascades.
186
185
  *
187
186
  * @type {ComputeShader}
188
187
  */
@@ -196,24 +195,19 @@ const RANGE_UNKNOWN = ${CSM_CASTER_RANGE_UNKNOWN};
196
195
 
197
196
  @compute @workgroup_size(1,1,1)
198
197
  fn main() {
199
- var near: array<f32, ${SHADOWMAP_CSM_CASCADE_COUNT}>;
198
+ for (var c = 0u; c < publish.cascade_count; c += 1u) {
199
+ // a cascade's scratch word is its row
200
+ let row = publish.first_cascade + c;
200
201
 
201
- for (var c = 0u; c < ${SHADOWMAP_CSM_CASCADE_COUNT}u; c += 1u) {
202
- if c < publish.cascade_count {
203
- let word = publish.base + c;
202
+ let near = bitcast<f32>(atomicLoad(&ranges[row]));
204
203
 
205
- near[c] = bitcast<f32>(atomicLoad(&ranges[word]));
204
+ atomicStore(&ranges[row], bitcast<u32>(RANGE_UNKNOWN));
206
205
 
207
- atomicStore(&ranges[word], bitcast<u32>(RANGE_UNKNOWN));
208
- } else {
209
- near[c] = RANGE_UNKNOWN;
210
- }
206
+ ${CASCADE_TABLE.marshalling_method_write_field('caster_near')}(&light_database, row, near);
211
207
  }
212
-
213
- ${RANGE_TABLE.marshalling_method_write_field('near')}(&light_database, publish.row, near);
214
208
  }
215
209
  `, [
216
- RANGE_TABLE.wgsl_gen_write_field_code('near'),
210
+ CASCADE_TABLE.wgsl_gen_write_field_code('caster_near'),
217
211
  ]),
218
212
  resources: publish_resources,
219
213
  });
@@ -1,8 +1,9 @@
1
1
  /**
2
2
  * 'view_direction' is used to figure out the direction of the blend.
3
3
  *
4
- * Takes the per-light cascades array (already loaded from the `shadow_directional` table)
5
- * by value rather than re-reading from a global, so the caller controls the read pattern.
4
+ * Walks a map's cascades — `cascade_count` rows of the `shadow_cascade` table from `first_cascade`,
5
+ * nearest first, as its `shadow_directional` record names them — and reads each one as it gets to
6
+ * it: the first that holds the position is the one, so the cascades past it are never read.
6
7
  *
7
8
  * @see https://github.com/TheRealMJP/Shadows/blob/338290a57e7c65d493783fd48f39a28321e84e81/Shadows/Mesh.hlsl#L740
8
9
  * @type {CodeChunk}
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_shadowmap_csm_compute_cascade_blended.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/map/shader/chunk_shadowmap_csm_compute_cascade_blended.js"],"names":[],"mappings":"AAsBA;;;;;;;;GAQG;AACH,0DAFU,SAAS,CA+GlB;0BA1IyB,uCAAuC"}
1
+ {"version":3,"file":"chunk_shadowmap_csm_compute_cascade_blended.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/map/shader/chunk_shadowmap_csm_compute_cascade_blended.js"],"names":[],"mappings":"AAuBA;;;;;;;;;GASG;AACH,0DAFU,SAAS,CAkHlB;0BA9IyB,uCAAuC"}
@@ -1,17 +1,18 @@
1
+ import { LIGHT_DATABASE_SPEC } from "../../../light/LIGHT_DATABASE_SPEC.js";
1
2
  import { f32, u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
3
  import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
3
4
  import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
4
- import { SHADOWMAP_CSM_CASCADE_COUNT } from "../csm/SHADOWMAP_CSM_CASCADE_COUNT.js";
5
5
  import { SHADOWMAP_FILTER_SIZE } from "../SHADOWMAP_FILTER_SIZE.js";
6
- import { SHADOWMAP_VIEW_METADATA_STRUCT } from "./SHADOWMAP_VIEW_METADATA_STRUCT.js";
6
+
7
+ const CASCADE_DESCRIPTOR = LIGHT_DATABASE_SPEC.get('shadow_cascade');
7
8
 
8
9
  const CASCADE_BLEND_INFO = WebGPUStruct.from({
9
10
  /**
10
- * First cascade to blend
11
+ * First cascade to blend, as its `shadow_cascade` row
11
12
  */
12
13
  index_0: u32,
13
14
  /**
14
- * Second cascade to blend
15
+ * Second cascade to blend, as its `shadow_cascade` row
15
16
  */
16
17
  index_1: u32,
17
18
  /**
@@ -23,8 +24,9 @@ const CASCADE_BLEND_INFO = WebGPUStruct.from({
23
24
  /**
24
25
  * 'view_direction' is used to figure out the direction of the blend.
25
26
  *
26
- * Takes the per-light cascades array (already loaded from the `shadow_directional` table)
27
- * by value rather than re-reading from a global, so the caller controls the read pattern.
27
+ * Walks a map's cascades — `cascade_count` rows of the `shadow_cascade` table from `first_cascade`,
28
+ * nearest first, as its `shadow_directional` record names them — and reads each one as it gets to
29
+ * it: the first that holds the position is the one, so the cascades past it are never read.
28
30
  *
29
31
  * @see https://github.com/TheRealMJP/Shadows/blob/338290a57e7c65d493783fd48f39a28321e84e81/Shadows/Mesh.hlsl#L740
30
32
  * @type {CodeChunk}
@@ -33,15 +35,18 @@ export const chunk_shadowmap_csm_compute_cascade_blended = CodeChunk.from(
33
35
  //language=WGSL
34
36
  `
35
37
  fn shadowmap_csm_compute_cascade_blended(
38
+ database: ptr<storage, array<u32>>,
39
+ first_cascade: u32,
40
+ cascade_count: u32,
36
41
  position_ws: vec3f,
37
42
  view_direction_ws: vec3f,
38
- cascades: array<${SHADOWMAP_VIEW_METADATA_STRUCT.wgsl_ref}, ${SHADOWMAP_CSM_CASCADE_COUNT}>,
39
43
  ) -> ${CASCADE_BLEND_INFO.wgsl_ref} {
40
44
 
41
45
  const BLEND_BORDER_FRACTION: f32 = 0.07;
42
46
 
43
- for(var i = 0u; i < ${SHADOWMAP_CSM_CASCADE_COUNT}; i++){
44
- let m = cascades[i];
47
+ for(var i = 0u; i < cascade_count; i++){
48
+ let row = first_cascade + i;
49
+ let m = ${CASCADE_DESCRIPTOR.marshalling_method_read}(database, row);
45
50
 
46
51
  // Select based on whether or not the pixel is inside the projection
47
52
  // used for rendering to the cascade
@@ -55,15 +60,15 @@ fn shadowmap_csm_compute_cascade_blended(
55
60
  let valid_extents = vec3(projection_bias, 1.0);
56
61
 
57
62
  if(all(abs(cascade_position) < valid_extents)){
58
- var info = ${CASCADE_BLEND_INFO.make({index_0:"i", index_1:"i", blend:"0.0"})};
63
+ var info = ${CASCADE_BLEND_INFO.make({index_0:"row", index_1:"row", blend:"0.0"})};
59
64
 
60
65
  // If this is not the last cascade, check if we need to blend
61
- if (i < ${SHADOWMAP_CSM_CASCADE_COUNT - 1}) {
66
+ if (i + 1u < cascade_count) {
62
67
 
63
- let next_index = i + 1u;
68
+ let next_index = row + 1u;
64
69
 
65
70
  // check if next cascade covers this position
66
- let m1 = cascades[next_index];
71
+ let m1 = ${CASCADE_DESCRIPTOR.marshalling_method_read}(database, next_index);
67
72
 
68
73
  // Select based on whether or not the pixel is inside the projection
69
74
  // used for rendering to the cascade
@@ -135,7 +140,7 @@ fn shadowmap_csm_compute_cascade_blended(
135
140
  })};
136
141
  }
137
142
  `, [
138
- SHADOWMAP_VIEW_METADATA_STRUCT.declaration_chunk,
143
+ CASCADE_DESCRIPTOR.chunk_read,
139
144
  CASCADE_BLEND_INFO.declaration_chunk,
140
145
  ]
141
146
  )
@@ -1,7 +1,8 @@
1
1
  /**
2
- * Directional-light shadow sampling with CSM cascade blending. The cascade array (atlas + view-
3
- * projection per cascade) is loaded once from the `shadow_directional` table and passed by value
4
- * to {@link shadowmap_csm_compute_cascade_blended}.
2
+ * Directional-light shadow sampling with CSM cascade blending. The light's `shadow_directional`
3
+ * record names its cascades as a range of `shadow_cascade` rows (atlas + view-projection each);
4
+ * {@link shadowmap_csm_compute_cascade_blended} picks among them, and the one or two it picks are
5
+ * read again here to sample.
5
6
  * @type {CodeChunk}
6
7
  */
7
8
  export const chunk_shadowmap_sample_directional: CodeChunk;
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_shadowmap_sample_directional.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_directional.js"],"names":[],"mappings":"AAQA;;;;;GAKG;AACH,iDAFU,SAAS,CAyDjB;0BAnEwB,uCAAuC"}
1
+ {"version":3,"file":"chunk_shadowmap_sample_directional.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_directional.js"],"names":[],"mappings":"AASA;;;;;;GAMG;AACH,iDAFU,SAAS,CA4DjB;0BAxEwB,uCAAuC"}
@@ -5,11 +5,13 @@ import { chunk_sample_shadowmap_atlas_for_light } from "./chunk_sample_shadowmap
5
5
  import { chunk_shadowmap_csm_compute_cascade_blended } from "./chunk_shadowmap_csm_compute_cascade_blended.js";
6
6
 
7
7
  const SHADOW_DIRECTIONAL_DESCRIPTOR = LIGHT_DATABASE_SPEC.get('shadow_directional');
8
+ const CASCADE_DESCRIPTOR = LIGHT_DATABASE_SPEC.get('shadow_cascade');
8
9
 
9
10
  /**
10
- * Directional-light shadow sampling with CSM cascade blending. The cascade array (atlas + view-
11
- * projection per cascade) is loaded once from the `shadow_directional` table and passed by value
12
- * to {@link shadowmap_csm_compute_cascade_blended}.
11
+ * Directional-light shadow sampling with CSM cascade blending. The light's `shadow_directional`
12
+ * record names its cascades as a range of `shadow_cascade` rows (atlas + view-projection each);
13
+ * {@link shadowmap_csm_compute_cascade_blended} picks among them, and the one or two it picks are
14
+ * read again here to sample.
13
15
  * @type {CodeChunk}
14
16
  */
15
17
  export const chunk_shadowmap_sample_directional = CodeChunk.from(
@@ -23,12 +25,14 @@ fn shadowmap_sample_directional(
23
25
  surface_normal_ws: vec3f,
24
26
  light: ${INCIDENT_LIGHT_STRUCT.wgsl_ref},
25
27
  ) -> f32 {
26
- let cascades = ${SHADOW_DIRECTIONAL_DESCRIPTOR.marshalling_method_read}(database, shadow_id);
28
+ let shadowmap = ${SHADOW_DIRECTIONAL_DESCRIPTOR.marshalling_method_read}(database, shadow_id);
27
29
 
28
30
  let cascade_info = shadowmap_csm_compute_cascade_blended(
31
+ database,
32
+ shadowmap.first_cascade,
33
+ shadowmap.cascade_count,
29
34
  position_ws,
30
35
  view_direction_ws,
31
- cascades,
32
36
  );
33
37
 
34
38
  if(cascade_info.index_0 == ~0u){
@@ -36,7 +40,7 @@ fn shadowmap_sample_directional(
36
40
  return 1.0;
37
41
  }
38
42
 
39
- let cascade_meta_0 = cascades[cascade_info.index_0];
43
+ let cascade_meta_0 = ${CASCADE_DESCRIPTOR.marshalling_method_read}(database, cascade_info.index_0);
40
44
 
41
45
  let visibility_0 = sample_shadowmap_atlas_for_light(
42
46
  cascade_meta_0.projection,
@@ -50,7 +54,7 @@ fn shadowmap_sample_directional(
50
54
  return visibility_0;
51
55
  }
52
56
 
53
- let cascade_meta_1 = cascades[cascade_info.index_1];
57
+ let cascade_meta_1 = ${CASCADE_DESCRIPTOR.marshalling_method_read}(database, cascade_info.index_1);
54
58
 
55
59
  let visibility_1 = sample_shadowmap_atlas_for_light(
56
60
  cascade_meta_1.projection,
@@ -64,6 +68,7 @@ fn shadowmap_sample_directional(
64
68
  }
65
69
  `, [
66
70
  SHADOW_DIRECTIONAL_DESCRIPTOR.chunk_read,
71
+ CASCADE_DESCRIPTOR.chunk_read,
67
72
  chunk_sample_shadowmap_atlas_for_light,
68
73
  chunk_shadowmap_csm_compute_cascade_blended,
69
74
  ]
@@ -4,10 +4,10 @@
4
4
  * run of idle frames does not inflate the pool.
5
5
  *
6
6
  * The spend it is measured against is the BUDGETED one — the local lights. Directionals are
7
- * selected unconditionally and cannot be refused, so charging their three cascades each against
8
- * the pool the locals compete for could only shrink it: `views_spent` then met `budget_total` on
9
- * every frame, the remainder clamped to zero on every frame, and no local map ever satisfied
10
- * `views_spent + cost <= budget_total` again. Three directional lights at the default budget of 8,
7
+ * selected unconditionally and cannot be refused, so charging their cascades (three each by
8
+ * default) against the pool the locals compete for could only shrink it: `views_spent` then met
9
+ * `budget_total` on every frame, the remainder clamped to zero on every frame, and no local map
10
+ * ever satisfied `views_spent + cost <= budget_total` again. Three directional lights at the default budget of 8,
11
11
  * or one directional at a budget of 1 or 2, froze every spot and point shadow in the scene on its
12
12
  * first frame's depth — moving casters leaving their shadows behind, with `debug_render_count`
13
13
  * flat, which reads as converged.
@@ -15,10 +15,10 @@ export const SHADOWMAP_BUDGET_CARRY_OVER_FRAMES = 4;
15
15
  * run of idle frames does not inflate the pool.
16
16
  *
17
17
  * The spend it is measured against is the BUDGETED one — the local lights. Directionals are
18
- * selected unconditionally and cannot be refused, so charging their three cascades each against
19
- * the pool the locals compete for could only shrink it: `views_spent` then met `budget_total` on
20
- * every frame, the remainder clamped to zero on every frame, and no local map ever satisfied
21
- * `views_spent + cost <= budget_total` again. Three directional lights at the default budget of 8,
18
+ * selected unconditionally and cannot be refused, so charging their cascades (three each by
19
+ * default) against the pool the locals compete for could only shrink it: `views_spent` then met
20
+ * `budget_total` on every frame, the remainder clamped to zero on every frame, and no local map
21
+ * ever satisfied `views_spent + cost <= budget_total` again. Three directional lights at the default budget of 8,
22
22
  * or one directional at a budget of 1 or 2, froze every spot and point shadow in the scene on its
23
23
  * first frame's depth — moving casters leaving their shadows behind, with `debug_render_count`
24
24
  * flat, which reads as converged.
@@ -1 +1 @@
1
- {"version":3,"file":"GPUViewShadowMaps.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/GPUViewShadowMaps.js"],"names":[],"mappings":"AAaA;IAYI;;;;OAIG;IACH,uDAGC;IAED;;;OAGG;IACH,SAFU,mBAAmB,gBAAgB,CAAC,CAE1B;IAEpB;;OAEG;IACH,+BAEC;IAED;;OAEG;IACH,2BAAO;IA8CP,eAkBC;IAED,qBAEC;IAED,gBAEC;;CACJ;iCA1HgC,uBAAuB"}
1
+ {"version":3,"file":"GPUViewShadowMaps.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/GPUViewShadowMaps.js"],"names":[],"mappings":"AAaA;IAYI;;;;OAIG;IACH,uDAGC;IAED;;;OAGG;IACH,SAFU,mBAAmB,gBAAgB,CAAC,CAE1B;IAEpB;;OAEG;IACH,+BAEC;IAED;;OAEG;IACH,2BAAO;IAoDP,eA+BC;IAED,qBAEC;IAED,gBAKC;;CACJ;iCAhJgC,uBAAuB"}
@@ -77,22 +77,28 @@ export class GPUViewShadowMaps {
77
77
  shadow_camera.top = 100;
78
78
  shadow_camera.bottom = -100;
79
79
 
80
- shadow_camera.transform.setTranslation(0, -10, 0);
81
- t64_look_rotation(
82
- shadow_camera.transform,
83
- light.direction[0], light.direction[1], light.direction[2],
84
- 0, 1, 0
85
- );
80
+ try {
81
+ const context = new GPUCameraContext(this.#device, shadow_camera);
82
+ vsm.light_views.push(context);
83
+ this.#update_map_for_directional_light(light, vsm);
84
+ } catch (error) {
85
+ vsm.destroy();
86
+ throw error;
87
+ }
86
88
 
87
- const context = new GPUCameraContext(this.#device, shadow_camera);
89
+ return vsm;
90
+ }
88
91
 
92
+ #update_map_for_directional_light(light, map) {
93
+ const pose = light.transform;
94
+ const forward = pose.forward;
95
+ const up = pose.up;
96
+ const position = pose.translation;
97
+ const context = map.light_views[0];
98
+ const transform = context.camera.transform;
99
+ transform.setTranslation(position[0], position[1], position[2]);
100
+ t64_look_rotation(transform, forward[0], forward[1], forward[2], up[0], up[1], up[2]);
89
101
  context.update();
90
-
91
- vsm.light_views.push(
92
- context
93
- );
94
-
95
- return vsm;
96
102
  }
97
103
 
98
104
  update() {
@@ -101,14 +107,27 @@ export class GPUViewShadowMaps {
101
107
  const collection = lights.source;
102
108
  const light_count = collection.elements.length;
103
109
 
110
+ for (const [light, map] of this.mapping) {
111
+ if (!collection.has(light) || !light.casts_shadow || light.isDirectionalLight !== true) {
112
+ map.destroy();
113
+ this.mapping.delete(light);
114
+ }
115
+ }
116
+
104
117
  for (let i = 0; i < light_count; i++) {
105
118
  const light = collection.elements[i];
106
119
  const map = this.mapping.get(light);
107
120
 
108
- if (map === undefined && light.isDirectionalLight === true) {
121
+ if (light.isDirectionalLight !== true || !light.casts_shadow) {
122
+ continue;
123
+ }
124
+
125
+ if (map === undefined) {
109
126
  const vsm = this.#build_map_for_directional_light(light);
110
127
 
111
- this.mapping.set(light, vsm)
128
+ this.mapping.set(light, vsm);
129
+ } else {
130
+ this.#update_map_for_directional_light(light, map);
112
131
  }
113
132
 
114
133
  }
@@ -120,6 +139,9 @@ export class GPUViewShadowMaps {
120
139
  }
121
140
 
122
141
  destroy() {
123
-
142
+ for (const map of this.mapping.values()) {
143
+ map.destroy();
144
+ }
145
+ this.mapping.clear();
124
146
  }
125
- }
147
+ }
@@ -1 +1 @@
1
- {"version":3,"file":"GPUVirtualShadowTextureResidence.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.js"],"names":[],"mappings":"AA2BA;;;;GAIG;AACH,wGAQC"}
1
+ {"version":3,"file":"GPUVirtualShadowTextureResidence.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.js"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,wGAIC"}
@@ -1,41 +1,10 @@
1
- import { BindGroupLayoutDescriptor } from "../../../descriptor/binding/BindGroupLayoutDescriptor.js";
2
- import { BufferBindingLayout } from "../../../descriptor/binding/BufferBindingLayout.js";
3
- import { ComputePipelineDescriptor } from "../../../descriptor/pipeline/compute/ComputePipelineDescriptor.js";
4
- import { PipelineLayoutDescriptor } from "../../../descriptor/pipeline/PipelineLayoutDescriptor.js";
5
- import wgsl from "../../rasterize/expand/pass1/filter_meshlets.2-way.compute.js";
6
-
7
-
8
- const BIND_GROUP_LAYOUT_DESCRIPTOR_0 = BindGroupLayoutDescriptor.forCompute(
9
- 'io',
10
- [
11
- // var<storage, read> input: Inputs
12
- BufferBindingLayout.readOnlyStorage,
13
- // var<storage, read_write> output_positive: Output
14
- BufferBindingLayout.storage,
15
- // var<storage, read_write> output_maybe: Output;
16
- BufferBindingLayout.storage,
17
- ]
18
- );
19
-
20
- const pipeline_descriptor = ComputePipelineDescriptor.from(
21
- "Unpack Instances to Meshlets",
22
- wgsl,
23
- PipelineLayoutDescriptor.from([
24
- BIND_GROUP_LAYOUT_DESCRIPTOR_0
25
- ])
26
- );
27
-
28
1
  /**
29
2
  *
30
3
  * @param {ShadeGPUCommandContext} encoder
31
4
  * @param {GraphicsContext} graphics
32
5
  */
33
- export function vsm_compute_residence(encoder, graphics,){
34
- const pass = encoder.constructComputePass({
35
- label: "VSM compute residence",
36
- pipeline:pipeline_descriptor,
37
- bindings:[]
38
- });
39
-
40
- pass.end();
41
- }
6
+ export function vsm_compute_residence(encoder, graphics) {
7
+ // This unfinished entry point has no map, camera, depth or output inputs. Previously it
8
+ // silently encoded an unrelated meshlet pipeline without bindings or a dispatch.
9
+ throw new Error('vsm_compute_residence is incomplete; use the VSMTileUsagePassData and vsm_time_usage_data frame-graph pass');
10
+ }
@@ -1 +1 @@
1
- {"version":3,"file":"VSM_UNIFORMS_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.js"],"names":[],"mappings":"AAGA,+CAGkB;6BALW,mCAAmC"}
1
+ {"version":3,"file":"VSM_UNIFORMS_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.js"],"names":[],"mappings":"AAGA,+CAIkB;6BANW,mCAAmC"}
@@ -3,5 +3,6 @@ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
3
3
 
4
4
  export const VSM_UNIFORMS_STRUCT = WebGPUStruct.from({
5
5
  tile_resolution: u32,
6
- resolution_in_tiles: u32
7
- },"ShadowConfig");
6
+ resolution_in_tiles: u32,
7
+ physical_tile_count: u32
8
+ },"ShadowConfig");
@@ -34,7 +34,7 @@ export class VirtualShadowMap {
34
34
  * @param {GPUDevice} device
35
35
  * @param {number} [virtual_resolution]
36
36
  * @param {number} [physical_resolution]
37
- * @param {number} [tile_size]
37
+ * @param {number} [tile_resolution]
38
38
  */
39
39
  initialize({ device, virtual_resolution, physical_resolution, tile_resolution }: GPUDevice): void;
40
40
  destroy(): void;
@@ -1 +1 @@
1
- {"version":3,"file":"VirtualShadowMap.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VirtualShadowMap.js"],"names":[],"mappings":"AAMA;IAEI,wBAAsB;IAEtB;;OAEG;IACH,kBAFU,iBAAiB,CAEV;IAGjB;;;OAGG;IACH,qBAFU,MAAM,CAEQ;IAExB;;OAEG;IACH,qBAAM;IAEN;;OAEG;IACH,aAFU,kBAAkB,CAEX;IAEjB;;OAEG;IACH,2BAAgB;IAGhB;;;;;OAKG;IACH,yBAAa;IAEb,+BAIC;IAED;;;;;;OAMG;IACH,kGAgFC;IAED,gBAYC;CACJ;kCAvJiC,oCAAoC"}
1
+ {"version":3,"file":"VirtualShadowMap.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VirtualShadowMap.js"],"names":[],"mappings":"AAIA;IAEI,wBAAsB;IAEtB;;OAEG;IACH,kBAFU,iBAAiB,CAEV;IAGjB;;;OAGG;IACH,qBAFU,MAAM,CAEQ;IAExB;;OAEG;IACH,qBAAM;IAEN;;OAEG;IACH,aAFU,kBAAkB,CAEX;IAEjB;;OAEG;IACH,2BAAgB;IAGhB;;;;;OAKG;IACH,yBAAa;IAEb,+BAGC;IAED;;;;;;OAMG;IACH,kGAuFC;IAED,gBAsBC;CACJ;kCAvKiC,oCAAoC"}