@woosh/meep-engine 3.38.0 → 3.40.0

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 (1183) 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/EngineHarness.d.ts.map +1 -1
  139. package/src/engine/EngineHarness.js +17 -4
  140. package/src/engine/asset/loaders/image/avif/threaded_image_encoder.js +1 -1
  141. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +135 -10
  142. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  143. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +338 -105
  144. package/src/engine/control/first-person/abilities/Ability.d.ts +14 -5
  145. package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -1
  146. package/src/engine/control/first-person/abilities/Ability.js +14 -5
  147. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
  148. package/src/engine/control/first-person/abilities/LedgeGrab.js +16 -12
  149. package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -1
  150. package/src/engine/control/first-person/abilities/Mantle.js +5 -1
  151. package/src/engine/control/first-person/abilities/Slide.js +1 -1
  152. package/src/engine/control/first-person/collision/KinematicMover.d.ts +92 -14
  153. package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
  154. package/src/engine/control/first-person/collision/KinematicMover.js +218 -37
  155. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +5 -0
  156. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  157. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +17 -10
  158. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  159. package/src/engine/ecs/EntityComponentDataset.js +27 -13
  160. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  161. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +8 -0
  162. package/src/engine/ecs/transform/Transform64.d.ts +4 -2
  163. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  164. package/src/engine/ecs/transform/Transform64.js +10 -16
  165. package/src/engine/graphics/ecs/water/Water.d.ts +31 -72
  166. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  167. package/src/engine/graphics/ecs/water/Water.js +59 -84
  168. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  169. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +11 -49
  170. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +1 -1
  171. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -1
  172. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -18
  173. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
  174. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
  175. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
  176. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts +6 -0
  177. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts.map +1 -0
  178. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.js +10 -0
  179. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
  180. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
  181. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
  182. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
  183. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
  184. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
  185. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
  186. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
  187. package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
  188. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
  189. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
  190. package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
  191. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.d.ts.map +1 -1
  192. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.js +8 -5
  193. package/src/engine/graphics3/WaterSystem.d.ts +31 -48
  194. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  195. package/src/engine/graphics3/WaterSystem.js +177 -261
  196. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
  197. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
  198. package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
  199. package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
  200. package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
  201. package/src/engine/interpolation/InterpolationLog.js +12 -6
  202. package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
  203. package/src/engine/interpolation/InterpolationSystem.js +39 -8
  204. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
  205. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
  206. package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
  207. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
  208. package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
  209. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
  210. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
  211. package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
  212. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
  213. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
  214. package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
  215. package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
  216. package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
  217. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  218. package/src/engine/physics/body/SolverBodyState.js +4 -5
  219. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
  220. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
  221. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
  222. package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
  223. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  224. package/src/engine/physics/ccd/linear_sweep.js +1131 -97
  225. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +13 -0
  226. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
  227. package/src/engine/physics/cloth/collider/ClothColliderIndex.js +90 -22
  228. package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +84 -24
  229. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
  230. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  231. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
  232. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  233. package/src/engine/physics/cloth/ecs/ClothWorld.js +59 -47
  234. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  235. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +62 -55
  236. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
  238. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
  239. package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
  240. package/src/engine/physics/cloth/playground/garment_build.js +6 -6
  241. package/src/engine/physics/cloth/playground/garment_main.js +18 -14
  242. package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
  243. package/src/engine/physics/cloth/solver/cloth_contact_find.js +8 -5
  244. package/src/engine/physics/cloth/solver/cloth_solve_vertex.d.ts.map +1 -1
  245. package/src/engine/physics/cloth/solver/cloth_solve_vertex.js +8 -5
  246. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
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  1128. package/src/shade/renderer/water/water_missing_receiver_path.d.ts.map +1 -0
  1129. package/src/shade/renderer/water/water_missing_receiver_path.js +40 -0
  1130. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  1131. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +247 -23
  1132. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts +18 -14
  1133. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  1134. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +48 -6
  1135. package/src/engine/graphics/ecs/water/WATER_SIZE.d.ts +0 -2
  1136. package/src/engine/graphics/ecs/water/WATER_SIZE.d.ts.map +0 -1
  1137. package/src/engine/graphics/ecs/water/WATER_SIZE.js +0 -1
  1138. package/src/shade/renderer/light/GPUViewLightContext.d.ts +0 -22
  1139. package/src/shade/renderer/light/GPUViewLightContext.d.ts.map +0 -1
  1140. package/src/shade/renderer/light/GPUViewLightContext.js +0 -62
  1141. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +0 -29
  1142. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +0 -1
  1143. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +0 -43
  1144. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts +0 -7
  1145. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts.map +0 -1
  1146. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
  1147. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.d.ts +0 -27
  1148. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.d.ts.map +0 -1
  1149. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.js +0 -125
  1150. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.d.ts +0 -7
  1151. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.d.ts.map +0 -1
  1152. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.js +0 -41
  1153. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.d.ts +0 -2
  1154. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.d.ts.map +0 -1
  1155. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.js +0 -1
  1156. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.d.ts +0 -3
  1157. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.d.ts.map +0 -1
  1158. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.js +0 -7
  1159. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.d.ts +0 -24
  1160. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.d.ts.map +0 -1
  1161. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.js +0 -103
  1162. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.d.ts +0 -8
  1163. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.d.ts.map +0 -1
  1164. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.js +0 -34
  1165. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.d.ts +0 -10
  1166. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.d.ts.map +0 -1
  1167. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.js +0 -64
  1168. package/src/shade/renderer/shadow/vsm/decode_tile_address.d.ts +0 -11
  1169. package/src/shade/renderer/shadow/vsm/decode_tile_address.d.ts.map +0 -1
  1170. package/src/shade/renderer/shadow/vsm/decode_tile_address.js +0 -34
  1171. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.d.ts +0 -2
  1172. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.d.ts.map +0 -1
  1173. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.js +0 -11
  1174. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts +0 -20
  1175. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts.map +0 -1
  1176. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.js +0 -187
  1177. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts +0 -25
  1178. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts.map +0 -1
  1179. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.js +0 -220
  1180. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts +0 -19
  1181. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts.map +0 -1
  1182. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.js +0 -115
  1183. package/src/shade/renderer/texture/encode/ENCODE_NOTES_2026_09_02.md +0 -462
@@ -1 +1 @@
1
- {"version":3,"file":"ShaderResourceGroupDescriptor.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shader/resource/ShaderResourceGroupDescriptor.js"],"names":[],"mappings":"AAeA;;;;;GAKG;AAEH;IAEI;;;OAGG;IACH,OAFU,MAAM,CAEN;IAQV;;OAEG;IACH,4CAEC;IAED;;;;;OAKG;IACH,qCAHW,sBAAsB,GACpB,oBAAoB,CAoHhC;IAED;;;OAGG;IACH,qBAFW,iBAAe,MAAM,QAc/B;IAED;;;;OAIG;IACH,6CAFa,mBAAmB,CA6B/B;IAED;;;OAGG;IACH,mDAHW,iBAAe,MAAM,GACnB,yBAAyB,CAqBrC;IAED;;;OAGG;IACH,gBAFY,MAAM,CAWjB;IAED;;;;OAIG;IACH,WAHW,MAAM,YACN,wBAAwB,QAUlC;IAED;;;;OAIG;IACH,UAHW,MAAM,GACJ,wBAAwB,GAAC,SAAS,CAiB9C;IAqDD;;;;;;OAMG;IACH,iBALW,MAAM,SACN,UAAU,GAAC,MAAM,wBAEf,IAAI,CAqChB;IAED;;;;;;OAMG;IACH,uBALW,MAAM,QACN,UAAU,kBACV,OAAO,GACL,IAAI,CAmBhB;IAED;;;;;;;;OAQG;IACH,iBAPW,MAAM,mFAGN,OAAO,kBACP,YAAY,GACV,IAAI,CA8ChB;IAED;;;;;;;OAOG;IACH,wBANW,MAAM,qGAIL,6BAA6B,CAyBxC;IAED;;;;;;OAMG;IACH,iBALW,MAAM,gDAEN,iBAAiB,GACf,6BAA6B,CA4BzC;;CAEJ;gCA1gBY,OAAO,kDAAkD,EAAE,iBAAiB;qCAC5E,OAAO,2CAA2C,EAAE,sBAAsB;2BAC1E,OAAO,+BAA+B,EAAE,YAAY;yBACpD,OAAO,uBAAuB,EAAE,UAAU;yCANd,+BAA+B;0CAV9B,0DAA0D"}
1
+ {"version":3,"file":"ShaderResourceGroupDescriptor.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shader/resource/ShaderResourceGroupDescriptor.js"],"names":[],"mappings":"AAqCA;IAEI;;;OAGG;IACH,OAFU,MAAM,CAEN;IAQV;;OAEG;IACH,4CAEC;IAED;;;;;OAKG;IACH,qCAHW,sBAAsB,GACpB,oBAAoB,CAkJhC;IAED;;;OAGG;IACH,qBAFW,iBAAe,MAAM,QAc/B;IAED;;;;OAIG;IACH,6CAFa,mBAAmB,CA6B/B;IAED;;;OAGG;IACH,mDAHW,iBAAe,MAAM,GACnB,yBAAyB,CAqBrC;IAED;;;OAGG;IACH,gBAFY,MAAM,CAWjB;IAED;;;;OAIG;IACH,WAHW,MAAM,YACN,wBAAwB,QAUlC;IAED;;;;OAIG;IACH,UAHW,MAAM,GACJ,wBAAwB,GAAC,SAAS,CAiB9C;IAqDD;;;;;;OAMG;IACH,iBALW,MAAM,SACN,UAAU,GAAC,MAAM,wBAEf,IAAI,CAqChB;IAED;;;;;;OAMG;IACH,uBALW,MAAM,QACN,UAAU,kBACV,OAAO,GACL,IAAI,CAmBhB;IAED;;;;;;;;OAQG;IACH,iBAPW,MAAM,mFAGN,OAAO,kBACP,YAAY,GACV,IAAI,CA8ChB;IAED;;;;;;;OAOG;IACH,wBANW,MAAM,qGAIL,6BAA6B,CAyBxC;IAED;;;;;;OAMG;IACH,iBALW,MAAM,gDAEN,iBAAiB,GACf,6BAA6B,CA4BzC;;CAEJ;gCAvjBY,OAAO,kDAAkD,EAAE,iBAAiB;qCAC5E,OAAO,2CAA2C,EAAE,sBAAsB;2BAC1E,OAAO,+BAA+B,EAAE,YAAY;yBACpD,OAAO,uBAAuB,EAAE,UAAU;yCANd,+BAA+B;0CAV9B,0DAA0D"}
@@ -20,6 +20,21 @@ import { ShaderResourceDescriptor } from "./ShaderResourceDescriptor.js";
20
20
  * @typedef {import("../type/WebGPUType.js").WebGPUType} WebGPUType
21
21
  */
22
22
 
23
+ /**
24
+ * What a binding was given, for an error message: the class of an object, since its string form is
25
+ * `[object Object]`.
26
+ *
27
+ * @param {*} value
28
+ * @returns {string}
29
+ */
30
+ function describe_binding_value(value) {
31
+ if (typeof value === "object") {
32
+ return `a ${value.constructor?.name ?? "prototype-less object"}`;
33
+ }
34
+
35
+ return `${typeof value} '${value}'`;
36
+ }
37
+
23
38
  export class ShaderResourceGroupDescriptor {
24
39
 
25
40
  /**
@@ -152,7 +167,37 @@ export class ShaderResourceGroupDescriptor {
152
167
  } else if (binding_value.isGPUTextureContext === true) {
153
168
  binding_value = binding_value.obtainView();
154
169
  } else {
155
- throw new Error(`Unexpected texture value '${binding_value}'`)
170
+ throw new Error(`Texture '${resource.name}' was given ${describe_binding_value(binding_value)}, which is neither a GPUTextureView, a GPUTextureContext nor a ShadeTexture`);
171
+ }
172
+
173
+ } else if (resource.type === ResourceType.Sampler) {
174
+
175
+ // Resolved here as the frame graph does in `encoder_prepare_shader_binding`. Passed
176
+ // through, a descriptor reaches createBindGroup, which reads it as a GPUBufferBinding
177
+ // with no buffer and says only that — not which binding, nor that it was a sampler.
178
+ if (binding_value.isSamplerDescriptor === true) {
179
+ // not an assert, for the same reason as the ShadeTexture branch above
180
+ if (encoder === undefined || encoder === null) {
181
+ throw new Error(
182
+ `Binding '${resource.name}' is a SamplerDescriptor, which only the encoder can`
183
+ + ` resolve to a sampler, and generateBindings was called without one`
184
+ );
185
+ }
186
+
187
+ binding_value = encoder.graphics.samplers.obtain(binding_value);
188
+ } else if (!(binding_value instanceof GPUSampler)) {
189
+ throw new Error(`Sampler '${resource.name}' was given ${describe_binding_value(binding_value)}, which is neither a GPUSampler nor a SamplerDescriptor`);
190
+ }
191
+
192
+ } else if (resource.type === ResourceType.StorageTexture) {
193
+
194
+ // as above: a texture context passed through fails in createBindGroup the same way
195
+ if (binding_value.isGPUTextureContext === true) {
196
+ assert.notEqual(binding_value.descriptor.usage & GPUTextureUsage.STORAGE_BINDING, 0, `storage texture '${resource.name}' does not declare STORAGE_BINDING`);
197
+
198
+ binding_value = binding_value.obtainView();
199
+ } else if (!(binding_value instanceof GPUTextureView)) {
200
+ throw new Error(`Storage texture '${resource.name}' was given ${describe_binding_value(binding_value)}, which is neither a GPUTextureView nor a GPUTextureContext`);
156
201
  }
157
202
 
158
203
  }
@@ -1 +1 @@
1
- {"version":3,"file":"read_gpu_typed_buffer.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/type/serde/read_gpu_typed_buffer.js"],"names":[],"mappings":"AAuGA;;;;GAIG;AACH,6CAHW,YAAY,yBAqDtB;AAwBD;;;;;;GAMG;AACH,8DALW,WAAW,eACX,MAAM,UACN,MAAM,GACJ,EAAE,CAsBd;6BAjN4B,4CAA4C"}
1
+ {"version":3,"file":"read_gpu_typed_buffer.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/type/serde/read_gpu_typed_buffer.js"],"names":[],"mappings":"AAwGA;;;;GAIG;AACH,6CAHW,YAAY,yBAqDtB;AAwBD;;;;;;GAMG;AACH,8DALW,WAAW,eACX,MAAM,UACN,MAAM,GACJ,EAAE,CAsBd;6BAlN4B,4CAA4C"}
@@ -79,11 +79,12 @@ function read_multiple_f32(buffer, count) {
79
79
  *
80
80
  * @param {BinaryBuffer} buffer
81
81
  * @param {number} count
82
- * @returns {Uint32Array}
82
+ * @returns {Int32Array}
83
83
  */
84
84
  function read_multiple_i32(buffer, count) {
85
85
 
86
- const r = new Uint32Array(count);
86
+ // signed storage, or every negative component reads back as its u32 bit pattern
87
+ const r = new Int32Array(count);
87
88
  buffer.readInt32Array(r, 0, count);
88
89
  return r;
89
90
  }
@@ -1,14 +1,14 @@
1
1
  /**
2
2
  * Default per-frame shadow refresh budget, measured in **views** (one cube face counts as one
3
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.
4
+ * directional one per cascade ({@link GPUSceneShadowmapContext.cascade_count}). A bigger light
5
+ * consumes more of the budget, which keeps the cost of the refresh step roughly proportional to
6
+ * how much work we're asking the GPU to do — a single point light running the meshlet
7
+ * rasterization pipeline 6 times is equivalent work to 6 spot lights.
8
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.
9
+ * Directional lights are always refreshed unconditionally (they drive the whole scene), and their
10
+ * views are not charged against the budget: they cannot be refused, so charging them could only
11
+ * shrink the pool the local lights compete for — see {@link ShadowmapDrawSelector}.
12
12
  *
13
13
  * Unused budget is carried over between frames when demand exceeds supply. This lets a light
14
14
  * that's too expensive to fit in a single frame (e.g. a point needing 6 views when only 2 are
@@ -1,14 +1,14 @@
1
1
  /**
2
2
  * Default per-frame shadow refresh budget, measured in **views** (one cube face counts as one
3
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.
4
+ * directional one per cascade ({@link GPUSceneShadowmapContext.cascade_count}). A bigger light
5
+ * consumes more of the budget, which keeps the cost of the refresh step roughly proportional to
6
+ * how much work we're asking the GPU to do — a single point light running the meshlet
7
+ * rasterization pipeline 6 times is equivalent work to 6 spot lights.
8
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.
9
+ * Directional lights are always refreshed unconditionally (they drive the whole scene), and their
10
+ * views are not charged against the budget: they cannot be refused, so charging them could only
11
+ * shrink the pool the local lights compete for — see {@link ShadowmapDrawSelector}.
12
12
  *
13
13
  * Unused budget is carried over between frames when demand exceeds supply. This lets a light
14
14
  * that's too expensive to fit in a single frame (e.g. a point needing 6 views when only 2 are
@@ -0,0 +1,19 @@
1
+ /**
2
+ * A directional light's shadow map: a row of the light database's `shadow_directional` table,
3
+ * which the light's `shadow_id` names. It says where the map is, which is one of two things:
4
+ *
5
+ * - **cascades** — a range over the `shadow_cascade` table, one row per cascade, nearest first, with
6
+ * `virtual_map` naming nothing;
7
+ * - **a virtual shadow map** — `virtual_map` names its row of the `shadow_virtual` table, and the
8
+ * cascade range is empty.
9
+ *
10
+ * Neither the range nor the link owns its rows: the shadow context claims a map's rows when it
11
+ * builds the map and gives them back when it evicts it, while the record itself sits in a slot that
12
+ * is reassigned densely as maps come and go. A record written without `virtual_map` leaves it
13
+ * naming nothing, which is how a cascaded map's record is written.
14
+ *
15
+ * @type {WebGPUStruct}
16
+ */
17
+ export const DIRECTIONAL_SHADOWMAP_STRUCT: WebGPUStruct;
18
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
19
+ //# sourceMappingURL=DIRECTIONAL_SHADOWMAP_STRUCT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"DIRECTIONAL_SHADOWMAP_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/map/DIRECTIONAL_SHADOWMAP_STRUCT.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;GAeG;AACH,2CAFU,YAAY,CASY;6BAzBL,mCAAmC"}
@@ -0,0 +1,27 @@
1
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
3
+
4
+ /**
5
+ * A directional light's shadow map: a row of the light database's `shadow_directional` table,
6
+ * which the light's `shadow_id` names. It says where the map is, which is one of two things:
7
+ *
8
+ * - **cascades** — a range over the `shadow_cascade` table, one row per cascade, nearest first, with
9
+ * `virtual_map` naming nothing;
10
+ * - **a virtual shadow map** — `virtual_map` names its row of the `shadow_virtual` table, and the
11
+ * cascade range is empty.
12
+ *
13
+ * Neither the range nor the link owns its rows: the shadow context claims a map's rows when it
14
+ * builds the map and gives them back when it evicts it, while the record itself sits in a slot that
15
+ * is reassigned densely as maps come and go. A record written without `virtual_map` leaves it
16
+ * naming nothing, which is how a cascaded map's record is written.
17
+ *
18
+ * @type {WebGPUStruct}
19
+ */
20
+ export const DIRECTIONAL_SHADOWMAP_STRUCT = WebGPUStruct.from({
21
+ /** row of the map's nearest cascade in `shadow_cascade` */
22
+ first_cascade: u32,
23
+ /** how many cascades follow it, the nearest included */
24
+ cascade_count: u32,
25
+ /** the map's row in `shadow_virtual`, or NULL for a cascaded map */
26
+ virtual_map: u32,
27
+ }, "DirectionalShadowmap").pack();
@@ -1,4 +1,8 @@
1
1
  export class DirectionalLightShadowmap extends Shadowmap {
2
+ /**
3
+ * @param {number} cascade_count how many cascades to split the view range into
4
+ */
5
+ constructor(cascade_count: number);
2
6
  /**
3
7
  * The closest depth that is covered by the shadow cascades
4
8
  * @type {number}
@@ -9,14 +13,27 @@ export class DirectionalLightShadowmap extends Shadowmap {
9
13
  * @type {number}
10
14
  */
11
15
  distance_max: number;
16
+ /**
17
+ * How many cascades the map was built with. Fixed for its life: a different count is a
18
+ * different map, which the shadow context builds in its place.
19
+ *
20
+ * @type {number}
21
+ */
22
+ cascade_count: number;
23
+ /**
24
+ * Per cascade, how far its slice reaches into the view range, as a fraction of it.
25
+ *
26
+ * @type {Float32Array}
27
+ */
12
28
  splits: Float32Array;
13
29
  /**
14
- * The row of the light database's `shadow_csm_caster_range` table this map's caster range is
15
- * published into, claimed by the shadow context with the map; -1 until then.
30
+ * The row of the map's nearest cascade in the light database's `shadow_cascade` table — its
31
+ * cascades are {@link cascade_count} rows from here — claimed by the shadow context with the
32
+ * map; -1 until then and after it is given back.
16
33
  *
17
34
  * @type {number}
18
35
  */
19
- caster_row: number;
36
+ first_cascade: number;
20
37
  /**
21
38
  * Per cascade, the nearest caster along the light's axis that the GPU measured — from the
22
39
  * world origin, the previous frame's cascade frusta — as the readback delivered it. NaN until
@@ -34,22 +51,38 @@ export class DirectionalLightShadowmap extends Shadowmap {
34
51
  caster_range_valid: boolean;
35
52
  /**
36
53
  * What the accumulate pass measures this frame's casters against: the light's axis and each
37
- * cascade's four side planes, as {@link update} fitted them. `base` is the shadow context's.
38
- *
39
- * `planes` is what is marshalled — a vec4 per plane — and `planes_words` the one buffer those
40
- * are views over, which {@link update} writes.
54
+ * cascade's four side planes, as {@link update} fitted them, inward, a vec4 per plane and four
55
+ * planes per cascade. `base` is the shadow context's.
41
56
  *
42
- * @type {{z_axis: Float32Array, planes: Float32Array[], planes_words: Float32Array, base: number, cascade_count: number}}
57
+ * @type {{z_axis: Float32Array, planes_words: Float32Array, base: number, cascade_count: number}}
43
58
  */
44
59
  caster_settings: {
45
60
  z_axis: Float32Array;
46
- planes: Float32Array[];
47
61
  planes_words: Float32Array;
48
62
  base: number;
49
63
  cascade_count: number;
50
64
  };
51
65
  update(main_camera: any, scene_ctx: any): void;
52
- make_record(): any[];
66
+ make_record(): {
67
+ first_cascade: number;
68
+ cascade_count: number;
69
+ virtual_map: number;
70
+ };
71
+ /**
72
+ * The CPU's half of cascade `index`'s `shadow_cascade` row: where it is in the atlas, and the
73
+ * view-projection it was drawn with. The other half, `caster_near`, is the GPU's.
74
+ *
75
+ * @param {number} index
76
+ * @param {{atlas: number[], projection: ArrayLike<number>}} result written into and returned
77
+ * @returns {{atlas: number[], projection: ArrayLike<number>}}
78
+ */
79
+ make_cascade_record(index: number, result: {
80
+ atlas: number[];
81
+ projection: ArrayLike<number>;
82
+ }): {
83
+ atlas: number[];
84
+ projection: ArrayLike<number>;
85
+ };
53
86
  #private;
54
87
  }
55
88
  import { Shadowmap } from "./Shadowmap.js";
@@ -1 +1 @@
1
- {"version":3,"file":"DirectionalLightShadowmap.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/map/DirectionalLightShadowmap.js"],"names":[],"mappings":"AAiGA;IACI;;;OAGG;IACH,cAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,cAFU,MAAM,CAEC;IAEjB,qBAAuD;IAEvD;;;;;OAKG;IACH,YAFU,MAAM,CAEA;IAEhB;;;;;;;OAOG;IACH,cAFU,YAAY,CAEiD;IASvE;;;;OAIG;IACH,oBAFU,OAAO,CAEU;IAE3B;;;;;;;;OAQG;IACH,iBAFU;QAAC,MAAM,EAAE,YAAY,CAAC;QAAC,MAAM,EAAE,YAAY,EAAE,CAAC;QAAC,YAAY,EAAE,YAAY,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,aAAa,EAAE,MAAM,CAAA;KAAC,CAYpH;IAEL,+CAiQC;IAED,qBAYC;;CAEJ;0BA5ZyB,gBAAgB"}
1
+ {"version":3,"file":"DirectionalLightShadowmap.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/map/DirectionalLightShadowmap.js"],"names":[],"mappings":"AAyGA;IAsEI;;OAEG;IACH,2BAFW,MAAM,EAiBhB;IAvFD;;;OAGG;IACH,cAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,cAFU,MAAM,CAEC;IAEjB;;;;;OAKG;IACH,eAFU,MAAM,CAEF;IAEd;;;;OAIG;IACH,QAFU,YAAY,CAEf;IAEP;;;;;;OAMG;IACH,eAFU,MAAM,CAEG;IAEnB;;;;;;;OAOG;IACH,cAFU,YAAY,CAET;IASb;;;;OAIG;IACH,oBAFU,OAAO,CAEU;IAE3B;;;;;;OAMG;IACH,iBAFU;QAAC,MAAM,EAAE,YAAY,CAAC;QAAC,YAAY,EAAE,YAAY,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,aAAa,EAAE,MAAM,CAAA;KAAC,CAEjF;IAsBhB,+CA0QC;IAED;;;;MAQC;IAED;;;;;;;OAOG;IACH,2BAJW,MAAM,UACN;QAAC,KAAK,EAAE,MAAM,EAAE,CAAC;QAAC,UAAU,EAAE,UAAU,MAAM,CAAC,CAAA;KAAC,GAC9C;QAAC,KAAK,EAAE,MAAM,EAAE,CAAC;QAAC,UAAU,EAAE,UAAU,MAAM,CAAC,CAAA;KAAC,CAiB5D;;CAEJ;0BAxdyB,gBAAgB"}
@@ -20,14 +20,19 @@ import { inverseLerp } from "../../../../core/math/inverseLerp.js";
20
20
  import {
21
21
  quaternion_invert_orientation
22
22
  } from "../../../../engine/graphics/ecs/camera/quaternion_invert_orientation.js";
23
- import { CSM_CASTER_RANGE_UNKNOWN } from "./csm/CSM_CASTER_RANGE_STRUCT.js";
23
+ import { GPU_DATABASE_NULL } from "../../buffer/table/GPU_DATABASE_NULL.js";
24
+ import { CSM_CASCADE_STRUCT, CSM_CASTER_RANGE_UNKNOWN } from "./csm/CSM_CASCADE_STRUCT.js";
24
25
  import { SHADOWMAP_CSM_CASCADE_BLEND_FRACTION } from "./csm/SHADOWMAP_CSM_CASCADE_BLEND_FRACTION.js";
25
- import { SHADOWMAP_CSM_CASCADE_COUNT } from "./csm/SHADOWMAP_CSM_CASCADE_COUNT.js";
26
26
  import { SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION } from "./csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.js";
27
27
  import { Shadowmap } from "./Shadowmap.js";
28
28
  import { SHADOWMAP_FILTER_SIZE } from "./SHADOWMAP_FILTER_SIZE.js";
29
29
  import { update_frustum_far_plane } from "./update_frustum_far_plane.js";
30
30
 
31
+ /**
32
+ * Where a cascade's `caster_near` sits in its `shadow_cascade` record — what the readback asks for.
33
+ * @type {number}
34
+ */
35
+ const CASTER_NEAR_BYTE_OFFSET = CSM_CASCADE_STRUCT.get('caster_near').offset;
31
36
 
32
37
  /**
33
38
  *
@@ -35,13 +40,15 @@ import { update_frustum_far_plane } from "./update_frustum_far_plane.js";
35
40
  * @param {number} result_offset
36
41
  * @param {number} near_plane
37
42
  * @param {number} far_plane
43
+ * @param {number} cascade_count
38
44
  * @returns {number[]}
39
45
  * see {@link build_light_cluster_parameters}
40
46
  */
41
47
  function build_split_parameters(result,
42
48
  result_offset,
43
49
  near_plane,
44
- far_plane) {
50
+ far_plane,
51
+ cascade_count) {
45
52
 
46
53
  // reference: https://github.com/InsaneZeroGame/Re3D/blob/eddeef8335f30a888c6fa3458d119904acd53517/renderer/render_utils.cpp#L72
47
54
 
@@ -53,7 +60,7 @@ function build_split_parameters(result,
53
60
 
54
61
  const offset = near_plane + near_offset;
55
62
 
56
- const O = (far_plane - offset * exp2((SHADOWMAP_CSM_CASCADE_COUNT) / scale)) / (far_plane - offset);
63
+ const O = (far_plane - offset * exp2(cascade_count / scale)) / (far_plane - offset);
57
64
  const B = (1.0 - O) / offset;
58
65
 
59
66
  result[result_offset] = B;
@@ -67,17 +74,18 @@ function build_split_parameters(result,
67
74
  *
68
75
  * @param {number} cascade_index
69
76
  * @param {number[]} cascade_parameters
77
+ * @param {number} cascade_count
70
78
  * @return {number}
71
79
  * see {@link chunk_cluster_depth_from_z_slice}
72
80
  */
73
- function cascade_distance(cascade_index, cascade_parameters) {
81
+ function cascade_distance(cascade_index, cascade_parameters, cascade_count) {
74
82
  let depth = (exp2(cascade_index / cascade_parameters[2]) - cascade_parameters[1]) / cascade_parameters[0];
75
83
 
76
84
  if (cascade_index <= 0) {
77
85
  depth = 0.0;
78
86
  }
79
87
 
80
- if (cascade_index >= (SHADOWMAP_CSM_CASCADE_COUNT + 1)) {
88
+ if (cascade_index >= (cascade_count + 1)) {
81
89
  depth = Infinity;
82
90
  }
83
91
 
@@ -108,15 +116,29 @@ export class DirectionalLightShadowmap extends Shadowmap {
108
116
  */
109
117
  distance_max = 1;
110
118
 
111
- splits = new Float32Array(SHADOWMAP_CSM_CASCADE_COUNT);
119
+ /**
120
+ * How many cascades the map was built with. Fixed for its life: a different count is a
121
+ * different map, which the shadow context builds in its place.
122
+ *
123
+ * @type {number}
124
+ */
125
+ cascade_count;
112
126
 
113
127
  /**
114
- * The row of the light database's `shadow_csm_caster_range` table this map's caster range is
115
- * published into, claimed by the shadow context with the map; -1 until then.
128
+ * Per cascade, how far its slice reaches into the view range, as a fraction of it.
129
+ *
130
+ * @type {Float32Array}
131
+ */
132
+ splits;
133
+
134
+ /**
135
+ * The row of the map's nearest cascade in the light database's `shadow_cascade` table — its
136
+ * cascades are {@link cascade_count} rows from here — claimed by the shadow context with the
137
+ * map; -1 until then and after it is given back.
116
138
  *
117
139
  * @type {number}
118
140
  */
119
- caster_row = -1;
141
+ first_cascade = -1;
120
142
 
121
143
  /**
122
144
  * Per cascade, the nearest caster along the light's axis that the GPU measured — from the
@@ -126,14 +148,14 @@ export class DirectionalLightShadowmap extends Shadowmap {
126
148
  *
127
149
  * @type {Float32Array}
128
150
  */
129
- caster_range = new Float32Array(SHADOWMAP_CSM_CASCADE_COUNT).fill(NaN);
151
+ caster_range;
130
152
 
131
153
  /**
132
154
  * {@link caster_range} as the bytes the readback writes into.
133
155
  *
134
156
  * @type {Uint8Array}
135
157
  */
136
- #caster_range_bytes = new Uint8Array(this.caster_range.buffer);
158
+ #caster_range_bytes;
137
159
 
138
160
  /**
139
161
  * Whether {@link caster_range} has ever been delivered.
@@ -144,24 +166,32 @@ export class DirectionalLightShadowmap extends Shadowmap {
144
166
 
145
167
  /**
146
168
  * What the accumulate pass measures this frame's casters against: the light's axis and each
147
- * cascade's four side planes, as {@link update} fitted them. `base` is the shadow context's.
169
+ * cascade's four side planes, as {@link update} fitted them, inward, a vec4 per plane and four
170
+ * planes per cascade. `base` is the shadow context's.
148
171
  *
149
- * `planes` is what is marshalled — a vec4 per plane — and `planes_words` the one buffer those
150
- * are views over, which {@link update} writes.
151
- *
152
- * @type {{z_axis: Float32Array, planes: Float32Array[], planes_words: Float32Array, base: number, cascade_count: number}}
172
+ * @type {{z_axis: Float32Array, planes_words: Float32Array, base: number, cascade_count: number}}
153
173
  */
154
- caster_settings = (() => {
155
- const planes_words = new Float32Array(SHADOWMAP_CSM_CASCADE_COUNT * 16);
174
+ caster_settings;
156
175
 
157
- return {
176
+ /**
177
+ * @param {number} cascade_count how many cascades to split the view range into
178
+ */
179
+ constructor(cascade_count) {
180
+ super();
181
+
182
+ assert.isPositiveInteger(cascade_count, 'cascade_count');
183
+
184
+ this.cascade_count = cascade_count;
185
+ this.splits = new Float32Array(cascade_count);
186
+ this.caster_range = new Float32Array(cascade_count).fill(NaN);
187
+ this.#caster_range_bytes = new Uint8Array(this.caster_range.buffer);
188
+ this.caster_settings = {
158
189
  z_axis: new Float32Array(4),
159
- planes: Array.from({ length: SHADOWMAP_CSM_CASCADE_COUNT * 4 }, (_, i) => planes_words.subarray(i * 4, i * 4 + 4)),
160
- planes_words,
190
+ planes_words: new Float32Array(cascade_count * 16),
161
191
  base: 0,
162
- cascade_count: SHADOWMAP_CSM_CASCADE_COUNT,
192
+ cascade_count,
163
193
  };
164
- })();
194
+ }
165
195
 
166
196
  update(main_camera, scene_ctx) {
167
197
 
@@ -209,15 +239,17 @@ export class DirectionalLightShadowmap extends Shadowmap {
209
239
  const far_clip = SHADOW_MAX_DISTANCE;
210
240
  const near_clip = main_camera.near;
211
241
 
212
- build_split_parameters(split_params, 0, near_clip, far_clip);
242
+ const cascade_count = this.cascade_count;
243
+
244
+ assert.equal(views.length, cascade_count, 'a view per cascade');
213
245
 
214
- const cascade_count = views.length;
246
+ build_split_parameters(split_params, 0, near_clip, far_clip, cascade_count);
215
247
 
216
248
  const splits = this.splits;
217
249
 
218
250
  for (let i = 0; i < cascade_count; i++) {
219
251
 
220
- const d = cascade_distance(i + 1, split_params);
252
+ const d = cascade_distance(i + 1, split_params, cascade_count);
221
253
 
222
254
  splits[i] = inverseLerp(near_clip, far_clip, d);
223
255
 
@@ -399,19 +431,26 @@ export class DirectionalLightShadowmap extends Shadowmap {
399
431
 
400
432
  }
401
433
 
402
- // record carries one projection per cascade — recomputed above, so the
403
- // shadow_directional row needs to be re-published.
434
+ // each cascade's row carries its projection — recomputed above, so the rows need to be
435
+ // written again; the shadow context writes them with the record when this is set
404
436
  this.metadata_changed = true;
405
437
 
406
- // and ask for what the pass measures this frame, for the next frame's fit
407
- if (this.caster_row !== -1) {
408
- readback.request(
409
- scene_ctx.lights.shadow_context.caster_range_table,
410
- this.caster_row,
411
- 0,
412
- this.#caster_range_bytes.length,
413
- this.#caster_range_bytes
414
- );
438
+ // and ask for what the pass measures this frame, for the next frame's fit: a cascade's
439
+ // range is one field of its row, and consecutive requests into consecutive bytes of the
440
+ // same target are delivered as one
441
+ if (this.first_cascade !== -1) {
442
+ const table = scene_ctx.lights.shadow_context.cascade_table;
443
+
444
+ for (let i = 0; i < cascade_count; i++) {
445
+ readback.request(
446
+ table,
447
+ this.first_cascade + i,
448
+ CASTER_NEAR_BYTE_OFFSET,
449
+ 4,
450
+ this.#caster_range_bytes,
451
+ i * 4
452
+ );
453
+ }
415
454
  }
416
455
 
417
456
  // csm_debug_draw_preview({
@@ -423,17 +462,38 @@ export class DirectionalLightShadowmap extends Shadowmap {
423
462
  }
424
463
 
425
464
  make_record() {
426
- const cascades = new Array(SHADOWMAP_CSM_CASCADE_COUNT);
427
-
428
- for (let i = 0; i < SHADOWMAP_CSM_CASCADE_COUNT; i++) {
429
- const aabb = this.layout[i];
430
- cascades[i] = {
431
- atlas: [aabb.x0, aabb.y0, aabb.width, aabb.height],
432
- projection: this.views[i].camera.view_projection_matrix,
433
- };
434
- }
465
+ return {
466
+ first_cascade: this.first_cascade,
467
+ cascade_count: this.cascade_count,
468
+ // said outright: the slot may have held a virtual map's record a moment ago, and a write
469
+ // that leaves a field out keeps what the row had
470
+ virtual_map: GPU_DATABASE_NULL,
471
+ };
472
+ }
473
+
474
+ /**
475
+ * The CPU's half of cascade `index`'s `shadow_cascade` row: where it is in the atlas, and the
476
+ * view-projection it was drawn with. The other half, `caster_near`, is the GPU's.
477
+ *
478
+ * @param {number} index
479
+ * @param {{atlas: number[], projection: ArrayLike<number>}} result written into and returned
480
+ * @returns {{atlas: number[], projection: ArrayLike<number>}}
481
+ */
482
+ make_cascade_record(index, result) {
483
+ assert.isNonNegativeInteger(index, 'index');
484
+ assert.lessThan(index, this.cascade_count, 'index');
485
+
486
+ const aabb = this.layout[index];
487
+ const atlas = result.atlas;
488
+
489
+ atlas[0] = aabb.x0;
490
+ atlas[1] = aabb.y0;
491
+ atlas[2] = aabb.width;
492
+ atlas[3] = aabb.height;
493
+
494
+ result.projection = this.views[index].camera.view_projection_matrix;
435
495
 
436
- return cascades;
496
+ return result;
437
497
  }
438
498
 
439
499
  }