@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.
- package/build/bundle-worker-image-decoder.js +1 -1
- package/build/bundle-worker-terrain.js +1 -1
- package/package.json +1 -1
- package/src/core/binary/BinaryBuffer.d.ts +11 -0
- package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
- package/src/core/binary/BinaryBuffer.js +30 -0
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.d.ts.map +1 -1
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.js +28 -7
- package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts +15 -0
- package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -1
- package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +41 -0
- package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts +12 -0
- package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts.map +1 -1
- package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.js +27 -0
- package/src/core/geom/3d/gjk/gjk.js +3 -3
- package/src/core/geom/3d/gjk/gjk_distance.d.ts +94 -0
- package/src/core/geom/3d/gjk/gjk_distance.d.ts.map +1 -0
- package/src/core/geom/3d/gjk/gjk_distance.js +782 -0
- package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts +5 -4
- package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
- package/src/core/geom/3d/gjk/gjk_epa_penetration.js +14 -9
- package/src/core/geom/3d/gjk/minkowski_support.d.ts +11 -7
- package/src/core/geom/3d/gjk/minkowski_support.d.ts.map +1 -1
- package/src/core/geom/3d/gjk/minkowski_support.js +33 -9
- package/src/core/geom/3d/gjk/mpr.d.ts.map +1 -1
- package/src/core/geom/3d/gjk/mpr.js +26 -5
- package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts +15 -0
- package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts.map +1 -1
- package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.js +106 -33
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts +2 -1
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts.map +1 -1
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.js +4 -8
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts +32 -0
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts.map +1 -0
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.js +85 -0
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts +3 -3
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts.map +1 -1
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.js +24 -34
- package/src/core/geom/3d/quaternion/quat3_integrate.d.ts +17 -0
- package/src/core/geom/3d/quaternion/quat3_integrate.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_integrate.js +45 -4
- package/src/core/geom/3d/quaternion/quat3_multiply.d.ts +16 -0
- package/src/core/geom/3d/quaternion/quat3_multiply.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_multiply.js +25 -0
- package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts +18 -0
- package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_nlerp.js +45 -0
- package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts +17 -0
- package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_shortest_arc.js +155 -94
- package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +12 -0
- package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +31 -0
- package/src/core/geom/3d/shape/AbstractShape3D.d.ts +20 -6
- package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/AbstractShape3D.js +20 -6
- package/src/core/geom/3d/shape/BoxShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/BoxShape3D.js +5 -1
- package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/CapsuleShape3D.js +5 -1
- package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts +25 -11
- package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/ConvexHullShape3D.js +392 -22
- package/src/core/geom/3d/shape/CylinderShape3D.d.ts +8 -7
- package/src/core/geom/3d/shape/CylinderShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/CylinderShape3D.js +12 -7
- package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +51 -8
- package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/HeightMapShape3D.js +260 -14
- package/src/core/geom/3d/shape/MeshShape3D.d.ts +61 -7
- package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/MeshShape3D.js +111 -20
- package/src/core/geom/3d/shape/PointShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/PointShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PointShape3D.js +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.js +36 -6
- package/src/core/geom/3d/shape/SphereShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/SphereShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/SphereShape3D.js +5 -1
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts +12 -10
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/TransformedShape3D.js +53 -19
- package/src/core/geom/3d/shape/Triangle3D.d.ts +1 -1
- package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/Triangle3D.js +5 -1
- package/src/core/geom/3d/shape/UnionShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/UnionShape3D.js +19 -2
- package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts +14 -0
- package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_box.js +67 -5
- package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts +14 -0
- package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_capsule.js +61 -3
- package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts +14 -0
- package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_cylinder.js +63 -4
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +15 -0
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_plane.js +64 -2
- package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts +21 -0
- package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_sphere.js +66 -3
- package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts +2 -0
- package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts.map +1 -1
- package/src/core/geom/3d/shape/shape3_mesh_from_geometry.js +7 -0
- package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts +41 -0
- package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts.map +1 -0
- package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.js +538 -0
- package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts +31 -0
- package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts.map +1 -0
- package/src/core/geom/3d/sphere/harmonics/sh_basis_at.js +85 -0
- package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts +18 -0
- package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts.map +1 -0
- package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.js +19 -0
- package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts +49 -0
- package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts.map +1 -0
- package/src/core/geom/3d/triangle/TriangleEdgeFlags.js +55 -0
- package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts +42 -0
- package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts.map +1 -0
- package/src/core/geom/3d/triangle/tri3_classify_shared_edge.js +85 -0
- package/src/core/geom/3d/triangle/tri3_closest_point.d.ts +13 -0
- package/src/core/geom/3d/triangle/tri3_closest_point.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/tri3_closest_point.js +36 -1
- package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts +14 -0
- package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.js +40 -0
- package/src/core/geom/vec3/v3_quaternion_apply.d.ts +19 -0
- package/src/core/geom/vec3/v3_quaternion_apply.d.ts.map +1 -1
- package/src/core/geom/vec3/v3_quaternion_apply.js +32 -0
- package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts +19 -0
- package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts.map +1 -1
- package/src/core/geom/vec3/v3_quaternion_apply_inverse.js +32 -0
- package/src/engine/EngineHarness.d.ts.map +1 -1
- package/src/engine/EngineHarness.js +17 -4
- package/src/engine/asset/loaders/image/avif/threaded_image_encoder.js +1 -1
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +135 -10
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +338 -105
- package/src/engine/control/first-person/abilities/Ability.d.ts +14 -5
- package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -1
- package/src/engine/control/first-person/abilities/Ability.js +14 -5
- package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
- package/src/engine/control/first-person/abilities/LedgeGrab.js +16 -12
- package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -1
- package/src/engine/control/first-person/abilities/Mantle.js +5 -1
- package/src/engine/control/first-person/abilities/Slide.js +1 -1
- package/src/engine/control/first-person/collision/KinematicMover.d.ts +92 -14
- package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
- package/src/engine/control/first-person/collision/KinematicMover.js +218 -37
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +5 -0
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +17 -10
- package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
- package/src/engine/ecs/EntityComponentDataset.js +27 -13
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +8 -0
- package/src/engine/ecs/transform/Transform64.d.ts +4 -2
- package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
- package/src/engine/ecs/transform/Transform64.js +10 -16
- package/src/engine/graphics/ecs/water/Water.d.ts +31 -72
- package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/Water.js +59 -84
- package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +11 -49
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +1 -1
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -18
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts +6 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.js +10 -0
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
- package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
- package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
- package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
- package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
- package/src/engine/graphics/texture/sampler/sampler2d_to_avif.d.ts.map +1 -1
- package/src/engine/graphics/texture/sampler/sampler2d_to_avif.js +8 -5
- package/src/engine/graphics3/WaterSystem.d.ts +31 -48
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem.js +177 -261
- package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
- package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
- package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
- package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
- package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
- package/src/engine/interpolation/InterpolationLog.js +12 -6
- package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
- package/src/engine/interpolation/InterpolationSystem.js +39 -8
- package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
- package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
- package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
- package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
- package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
- package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
- package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
- package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
- package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
- package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
- package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
- package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
- package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
- package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
- package/src/engine/physics/body/SolverBodyState.js +4 -5
- package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
- package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
- package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
- package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
- package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
- package/src/engine/physics/ccd/linear_sweep.js +1131 -97
- package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +13 -0
- package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderIndex.js +90 -22
- package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +84 -24
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothWorld.js +59 -47
- package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +62 -55
- package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
- package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
- package/src/engine/physics/cloth/playground/garment_build.js +6 -6
- package/src/engine/physics/cloth/playground/garment_main.js +18 -14
- package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_contact_find.js +8 -5
- package/src/engine/physics/cloth/solver/cloth_solve_vertex.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_solve_vertex.js +8 -5
- package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +15 -15
- package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.d.ts +5 -0
- package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.js +32 -9
- package/src/engine/physics/constraint/solve_constraints.d.ts +50 -8
- package/src/engine/physics/constraint/solve_constraints.d.ts.map +1 -1
- package/src/engine/physics/constraint/solve_constraints.js +703 -429
- package/src/engine/physics/contact/ManifoldStore.d.ts +12 -0
- package/src/engine/physics/contact/ManifoldStore.d.ts.map +1 -1
- package/src/engine/physics/contact/ManifoldStore.js +32 -0
- package/src/engine/physics/ecs/BodyKind.d.ts +16 -8
- package/src/engine/physics/ecs/BodyKind.d.ts.map +1 -1
- package/src/engine/physics/ecs/BodyKind.js +16 -8
- package/src/engine/physics/ecs/Collider.d.ts +7 -2
- package/src/engine/physics/ecs/Collider.d.ts.map +1 -1
- package/src/engine/physics/ecs/Collider.js +7 -2
- package/src/engine/physics/ecs/PhysicsEvents.d.ts +13 -0
- package/src/engine/physics/ecs/PhysicsEvents.d.ts.map +1 -1
- package/src/engine/physics/ecs/PhysicsEvents.js +13 -0
- package/src/engine/physics/ecs/PhysicsSystem.d.ts +320 -36
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{"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"}
|
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@@ -20,6 +20,21 @@ import { ShaderResourceDescriptor } from "./ShaderResourceDescriptor.js";
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20
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* @typedef {import("../type/WebGPUType.js").WebGPUType} WebGPUType
|
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|
*/
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+
/**
|
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+
* What a binding was given, for an error message: the class of an object, since its string form is
|
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+
* `[object Object]`.
|
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*
|
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* @param {*} value
|
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* @returns {string}
|
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+
*/
|
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+
function describe_binding_value(value) {
|
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|
+
if (typeof value === "object") {
|
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32
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+
return `a ${value.constructor?.name ?? "prototype-less object"}`;
|
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}
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+
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+
return `${typeof value} '${value}'`;
|
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}
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+
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|
export class ShaderResourceGroupDescriptor {
|
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/**
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@@ -152,7 +167,37 @@ export class ShaderResourceGroupDescriptor {
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} else if (binding_value.isGPUTextureContext === true) {
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binding_value = binding_value.obtainView();
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} else {
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throw new Error(`
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throw new Error(`Texture '${resource.name}' was given ${describe_binding_value(binding_value)}, which is neither a GPUTextureView, a GPUTextureContext nor a ShadeTexture`);
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}
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} else if (resource.type === ResourceType.Sampler) {
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// Resolved here as the frame graph does in `encoder_prepare_shader_binding`. Passed
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// through, a descriptor reaches createBindGroup, which reads it as a GPUBufferBinding
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// with no buffer and says only that — not which binding, nor that it was a sampler.
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if (binding_value.isSamplerDescriptor === true) {
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// not an assert, for the same reason as the ShadeTexture branch above
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if (encoder === undefined || encoder === null) {
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throw new Error(
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`Binding '${resource.name}' is a SamplerDescriptor, which only the encoder can`
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+ ` resolve to a sampler, and generateBindings was called without one`
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);
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}
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binding_value = encoder.graphics.samplers.obtain(binding_value);
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} else if (!(binding_value instanceof GPUSampler)) {
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throw new Error(`Sampler '${resource.name}' was given ${describe_binding_value(binding_value)}, which is neither a GPUSampler nor a SamplerDescriptor`);
|
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+
}
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} else if (resource.type === ResourceType.StorageTexture) {
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+
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// as above: a texture context passed through fails in createBindGroup the same way
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if (binding_value.isGPUTextureContext === true) {
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assert.notEqual(binding_value.descriptor.usage & GPUTextureUsage.STORAGE_BINDING, 0, `storage texture '${resource.name}' does not declare STORAGE_BINDING`);
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+
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binding_value = binding_value.obtainView();
|
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+
} else if (!(binding_value instanceof GPUTextureView)) {
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throw new Error(`Storage texture '${resource.name}' was given ${describe_binding_value(binding_value)}, which is neither a GPUTextureView nor a GPUTextureContext`);
|
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|
}
|
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}
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@@ -1 +1 @@
|
|
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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":"
|
|
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) {
|
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79
79
|
*
|
|
80
80
|
* @param {BinaryBuffer} buffer
|
|
81
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|
* @param {number} count
|
|
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|
-
* @returns {
|
|
82
|
+
* @returns {Int32Array}
|
|
83
83
|
*/
|
|
84
84
|
function read_multiple_i32(buffer, count) {
|
|
85
85
|
|
|
86
|
-
|
|
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
|
|
5
|
-
* keeps the cost of the refresh step roughly proportional to
|
|
6
|
-
* GPU to do — a single point light running the meshlet
|
|
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
|
-
*
|
|
11
|
-
*
|
|
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
|
|
5
|
-
* keeps the cost of the refresh step roughly proportional to
|
|
6
|
-
* GPU to do — a single point light running the meshlet
|
|
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
|
-
*
|
|
11
|
-
*
|
|
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 `
|
|
15
|
-
*
|
|
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
|
-
|
|
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
|
|
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,
|
|
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():
|
|
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":"
|
|
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"}
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@@ -20,14 +20,19 @@ import { inverseLerp } from "../../../../core/math/inverseLerp.js";
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import {
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quaternion_invert_orientation
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} from "../../../../engine/graphics/ecs/camera/quaternion_invert_orientation.js";
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import {
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import { GPU_DATABASE_NULL } from "../../buffer/table/GPU_DATABASE_NULL.js";
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import { CSM_CASCADE_STRUCT, CSM_CASTER_RANGE_UNKNOWN } from "./csm/CSM_CASCADE_STRUCT.js";
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import { SHADOWMAP_CSM_CASCADE_BLEND_FRACTION } from "./csm/SHADOWMAP_CSM_CASCADE_BLEND_FRACTION.js";
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import { SHADOWMAP_CSM_CASCADE_COUNT } from "./csm/SHADOWMAP_CSM_CASCADE_COUNT.js";
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import { SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION } from "./csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.js";
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import { Shadowmap } from "./Shadowmap.js";
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import { SHADOWMAP_FILTER_SIZE } from "./SHADOWMAP_FILTER_SIZE.js";
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import { update_frustum_far_plane } from "./update_frustum_far_plane.js";
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/**
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* Where a cascade's `caster_near` sits in its `shadow_cascade` record — what the readback asks for.
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* @type {number}
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*/
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const CASTER_NEAR_BYTE_OFFSET = CSM_CASCADE_STRUCT.get('caster_near').offset;
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/**
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*
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@@ -35,13 +40,15 @@ import { update_frustum_far_plane } from "./update_frustum_far_plane.js";
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* @param {number} result_offset
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* @param {number} near_plane
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* @param {number} far_plane
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* @param {number} cascade_count
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* @returns {number[]}
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* see {@link build_light_cluster_parameters}
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*/
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function build_split_parameters(result,
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result_offset,
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near_plane,
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far_plane
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far_plane,
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cascade_count) {
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// reference: https://github.com/InsaneZeroGame/Re3D/blob/eddeef8335f30a888c6fa3458d119904acd53517/renderer/render_utils.cpp#L72
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@@ -53,7 +60,7 @@ function build_split_parameters(result,
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const offset = near_plane + near_offset;
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-
const O = (far_plane - offset * exp2(
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const O = (far_plane - offset * exp2(cascade_count / scale)) / (far_plane - offset);
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const B = (1.0 - O) / offset;
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result[result_offset] = B;
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@@ -67,17 +74,18 @@ function build_split_parameters(result,
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*
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* @param {number} cascade_index
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* @param {number[]} cascade_parameters
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* @param {number} cascade_count
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* @return {number}
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* see {@link chunk_cluster_depth_from_z_slice}
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*/
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function cascade_distance(cascade_index, cascade_parameters) {
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+
function cascade_distance(cascade_index, cascade_parameters, cascade_count) {
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let depth = (exp2(cascade_index / cascade_parameters[2]) - cascade_parameters[1]) / cascade_parameters[0];
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if (cascade_index <= 0) {
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depth = 0.0;
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}
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if (cascade_index >= (
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if (cascade_index >= (cascade_count + 1)) {
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depth = Infinity;
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}
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@@ -108,15 +116,29 @@ export class DirectionalLightShadowmap extends Shadowmap {
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*/
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distance_max = 1;
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/**
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* How many cascades the map was built with. Fixed for its life: a different count is a
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* different map, which the shadow context builds in its place.
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*
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* @type {number}
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*/
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cascade_count;
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/**
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*
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*
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* Per cascade, how far its slice reaches into the view range, as a fraction of it.
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*
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* @type {Float32Array}
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*/
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splits;
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/**
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* The row of the map's nearest cascade in the light database's `shadow_cascade` table — its
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* cascades are {@link cascade_count} rows from here — claimed by the shadow context with the
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* map; -1 until then and after it is given back.
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*
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* @type {number}
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*/
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-
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first_cascade = -1;
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/**
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* Per cascade, the nearest caster along the light's axis that the GPU measured — from the
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@@ -126,14 +148,14 @@ export class DirectionalLightShadowmap extends Shadowmap {
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*
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* @type {Float32Array}
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*/
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caster_range
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caster_range;
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/**
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* {@link caster_range} as the bytes the readback writes into.
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*
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* @type {Uint8Array}
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*/
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#caster_range_bytes
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#caster_range_bytes;
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/**
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* Whether {@link caster_range} has ever been delivered.
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@@ -144,24 +166,32 @@ export class DirectionalLightShadowmap extends Shadowmap {
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/**
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* What the accumulate pass measures this frame's casters against: the light's axis and each
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* cascade's four side planes, as {@link update} fitted them
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* cascade's four side planes, as {@link update} fitted them, inward, a vec4 per plane and four
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* planes per cascade. `base` is the shadow context's.
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*
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*
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* are views over, which {@link update} writes.
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*
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* @type {{z_axis: Float32Array, planes: Float32Array[], planes_words: Float32Array, base: number, cascade_count: number}}
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+
* @type {{z_axis: Float32Array, planes_words: Float32Array, base: number, cascade_count: number}}
|
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|
*/
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-
caster_settings
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-
const planes_words = new Float32Array(SHADOWMAP_CSM_CASCADE_COUNT * 16);
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caster_settings;
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-
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/**
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* @param {number} cascade_count how many cascades to split the view range into
|
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+
*/
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constructor(cascade_count) {
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+
super();
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+
assert.isPositiveInteger(cascade_count, 'cascade_count');
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+
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+
this.cascade_count = cascade_count;
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this.splits = new Float32Array(cascade_count);
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+
this.caster_range = new Float32Array(cascade_count).fill(NaN);
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187
|
+
this.#caster_range_bytes = new Uint8Array(this.caster_range.buffer);
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+
this.caster_settings = {
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158
189
|
z_axis: new Float32Array(4),
|
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159
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-
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planes_words,
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|
+
planes_words: new Float32Array(cascade_count * 16),
|
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161
191
|
base: 0,
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162
|
-
cascade_count
|
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|
+
cascade_count,
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};
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164
|
-
}
|
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|
+
}
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|
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166
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|
update(main_camera, scene_ctx) {
|
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167
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@@ -209,15 +239,17 @@ export class DirectionalLightShadowmap extends Shadowmap {
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209
239
|
const far_clip = SHADOW_MAX_DISTANCE;
|
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210
240
|
const near_clip = main_camera.near;
|
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211
241
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212
|
-
|
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242
|
+
const cascade_count = this.cascade_count;
|
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243
|
+
|
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244
|
+
assert.equal(views.length, cascade_count, 'a view per cascade');
|
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213
245
|
|
|
214
|
-
|
|
246
|
+
build_split_parameters(split_params, 0, near_clip, far_clip, cascade_count);
|
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215
247
|
|
|
216
248
|
const splits = this.splits;
|
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217
249
|
|
|
218
250
|
for (let i = 0; i < cascade_count; i++) {
|
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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
|
-
//
|
|
403
|
-
//
|
|
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
|
-
|
|
408
|
-
|
|
409
|
-
|
|
410
|
-
|
|
411
|
-
|
|
412
|
-
|
|
413
|
-
|
|
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
|
-
|
|
427
|
-
|
|
428
|
-
|
|
429
|
-
|
|
430
|
-
|
|
431
|
-
|
|
432
|
-
|
|
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
|
|
496
|
+
return result;
|
|
437
497
|
}
|
|
438
498
|
|
|
439
499
|
}
|