@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
@@ -24,8 +24,13 @@ import { GPUTextureContext } from "../../texture/GPUTextureContext.js";
24
24
  import { RenderTarget } from "../../texture/RenderTarget.js";
25
25
  import { View } from "../../view/View.js";
26
26
  import { ViewManager } from "../../view/ViewManager.js";
27
- import { CSM_CASTER_RANGE_UNKNOWN, CSM_CASTER_RANGE_UNKNOWN_BITS } from "./csm/CSM_CASTER_RANGE_STRUCT.js";
28
- import { SHADOWMAP_CSM_CASCADE_COUNT } from "./csm/SHADOWMAP_CSM_CASCADE_COUNT.js";
27
+ import { generate_record_writer } from "../../buffer/table/serde/generate_record_writer.js";
28
+ import {
29
+ CSM_CASCADE_STRUCT,
30
+ CSM_CASTER_RANGE_UNKNOWN,
31
+ CSM_CASTER_RANGE_UNKNOWN_BITS
32
+ } from "./csm/CSM_CASCADE_STRUCT.js";
33
+ import { SHADOWMAP_CSM_DEFAULT_CASCADE_COUNT } from "./csm/SHADOWMAP_CSM_DEFAULT_CASCADE_COUNT.js";
29
34
  import {
30
35
  CSM_CASTER_RANGE_SETTINGS_STRUCT,
31
36
  CSM_CASTER_RANGE_WORKGROUP_SIZE,
@@ -58,6 +63,13 @@ import { ShadowmapDrawSelector } from "./ShadowmapDrawSelector.js";
58
63
  import { ShadowmapRegistry } from "./ShadowmapRegistry.js";
59
64
  import { ShadowmapResolutionPolicy } from "./ShadowmapResolutionPolicy.js";
60
65
  import { SpotLightShadowmap } from "./SpotLightShadowmap.js";
66
+ import { DEFAULT_VSM_FIRST_TEXEL_SIZE } from "../vsm/DEFAULT_VSM_FIRST_TEXEL_SIZE.js";
67
+ import { DEFAULT_VSM_PAGE_BUDGET } from "../vsm/DEFAULT_VSM_PAGE_BUDGET.js";
68
+ import { graph_vsm_feedback } from "../vsm/graph_vsm_feedback.js";
69
+ import { VirtualShadowMap } from "../vsm/VirtualShadowMap.js";
70
+ import { VSMMoverTracker } from "../vsm/VSMMoverTracker.js";
71
+ import { VSM_DEFAULT_REQUEST_CAPACITY } from "../vsm/VSM_FEEDBACK_LAYOUT.js";
72
+ import { VSM_SLOT_EMPTY } from "../vsm/VSM_SLOT_STRUCT.js";
61
73
 
62
74
  /**
63
75
  * @typedef {import("../../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext} ShadeGPUCommandContext
@@ -67,6 +79,7 @@ import { SpotLightShadowmap } from "./SpotLightShadowmap.js";
67
79
  * @typedef {import("../../light/model/Light.js").Light} Light
68
80
  * @typedef {import("../../scene/GPUSceneContext.js").GPUSceneContext} GPUSceneContext
69
81
  * @typedef {import("./Shadowmap.js").Shadowmap} Shadowmap
82
+ * @typedef {import("../../buffer/table/serde/generate_record_writer.js").GPURecordWriter} GPURecordWriter
70
83
  */
71
84
 
72
85
  const DEFAULT_SHADOWMAP_ATLAS_RESOLUTION = 4096 * 2;
@@ -88,6 +101,49 @@ const DEFAULT_SHADOWMAP_DIRECTIONAL_RESOLUTION = [
88
101
  */
89
102
  const DEFAULT_SHADOWMAP_LOCAL_RESOLUTION = 128;
90
103
 
104
+ /**
105
+ * How every shadow caster is culled: as the main view culls it, so a caster's front faces are what
106
+ * reach the shadow map and acne is the shared rasterizer slope bias's to prevent
107
+ * ({@link DEPTH_STENCIL_STATE_SHADOW}). Casting back faces on top of that bias pushed a caster's
108
+ * steep far face past the ground at its base, a gap of 1–1.5 shadow texels at every contact.
109
+ * @type {Readonly<Record<number, GPUCullMode>>}
110
+ */
111
+ const SHADOW_CULL_POLICY = CullPolicy.Standard;
112
+
113
+ /**
114
+ * Writes the CPU's half of a `shadow_cascade` row and leaves `caster_near`, the GPU's, alone.
115
+ * @type {GPURecordWriter}
116
+ */
117
+ const CASCADE_VIEW_WRITER = generate_record_writer(CSM_CASCADE_STRUCT, ['atlas', 'projection']);
118
+
119
+ /**
120
+ * A virtual shadow map's clipmap: levels, and pages on a side of each level's window. Twelve levels
121
+ * of 64² pages at the default 1 cm first texel reach from 41 m windows at level 0 to 168 km at the
122
+ * coarsest; see {@link VirtualShadowMap}.
123
+ */
124
+ const VSM_LEVEL_COUNT = 12;
125
+ const VSM_PAGES_PER_LEVEL = 64;
126
+
127
+ /**
128
+ * Texels on a side of a virtual shadow map page — the reference's and UE's 128 — and of the pool
129
+ * the map claims in the atlas for them, 30 × 30 slots of 128 plus {@link SHADOWMAP_ATLAS_BORDER}
130
+ * each side. A device whose atlas is smaller gets a pool of what fits.
131
+ */
132
+ const VSM_PAGE_SIZE = 128;
133
+ const VSM_POOL_SIZE = 30 * (VSM_PAGE_SIZE + 2 * SHADOWMAP_ATLAS_BORDER);
134
+
135
+ /**
136
+ * How far either side of the camera's snapped depth along the light a virtual shadow map's depth
137
+ * range reaches, in metres. Casters further toward the light than this are clipped.
138
+ */
139
+ const VSM_DEPTH_EXTENT = 1000;
140
+
141
+ /**
142
+ * Frames a page something looked at is safe from eviction for: longer than a reading takes to come
143
+ * back with three readbacks in flight.
144
+ */
145
+ const VSM_PROTECT_FRAMES = 6;
146
+
91
147
  /**
92
148
  * Shadows for a single scene
93
149
  */
@@ -177,6 +233,102 @@ export class GPUSceneShadowmapContext {
177
233
  */
178
234
  use_tetrahedron_point_shadows = false;
179
235
 
236
+ /**
237
+ * Gives directional lights virtual shadow maps instead of cascades. The renderer pushes this
238
+ * from its `feature_virtual_shadow_maps` flag before each light update, alongside
239
+ * {@link enabled}; a flip is picked up in {@link process_lights}, which rebuilds every
240
+ * directional map of the other kind on the same pass, as it does for the point-light generator.
241
+ * @type {boolean}
242
+ */
243
+ use_virtual_shadow_maps = false;
244
+
245
+ /**
246
+ * Pages the scene's virtual shadow maps may render per frame. See {@link virtual_page_budget}.
247
+ * @type {number}
248
+ */
249
+ #virtual_page_budget = DEFAULT_VSM_PAGE_BUDGET;
250
+
251
+ /**
252
+ * @returns {number} pages per frame, across the scene's virtual shadow maps
253
+ */
254
+ get virtual_page_budget() {
255
+ return this.#virtual_page_budget;
256
+ }
257
+
258
+ /**
259
+ * The renderer pushes this from {@link Renderer.shadow_virtual_page_budget} every frame. Pages a
260
+ * frame wants beyond it wait, best first, for the next.
261
+ *
262
+ * @param {number} v pages per frame; zero draws none and leaves every page as it is
263
+ */
264
+ set virtual_page_budget(v) {
265
+ assert.isNonNegativeInteger(v, 'virtual_page_budget');
266
+
267
+ this.#virtual_page_budget = v;
268
+ }
269
+
270
+ /**
271
+ * Added to the level every point of a virtual shadow map selects; positive is coarser. Pushed by
272
+ * the renderer every frame and written into each map's record, so a change takes effect on the
273
+ * next frame's demand and sampling alike.
274
+ * @type {number}
275
+ */
276
+ virtual_lod_bias = 0;
277
+
278
+ /**
279
+ * World size of a virtual shadow map's level-0 texel. See {@link virtual_first_texel_size}.
280
+ * @type {number}
281
+ */
282
+ #virtual_first_texel_size = DEFAULT_VSM_FIRST_TEXEL_SIZE;
283
+
284
+ /**
285
+ * @returns {number}
286
+ */
287
+ get virtual_first_texel_size() {
288
+ return this.#virtual_first_texel_size;
289
+ }
290
+
291
+ /**
292
+ * Pushed from {@link Renderer.shadow_virtual_first_texel_size}. A change rebuilds every virtual
293
+ * shadow map in {@link process_lights}: every page of the clipmap changes size.
294
+ *
295
+ * @param {number} v metres, positive
296
+ */
297
+ set virtual_first_texel_size(v) {
298
+ assert.isNumber(v, 'virtual_first_texel_size');
299
+ assert.greaterThan(v, 0, 'virtual_first_texel_size');
300
+
301
+ this.#virtual_first_texel_size = v;
302
+ }
303
+
304
+ /**
305
+ * How many cascades a directional shadow map is built with. See {@link cascade_count}.
306
+ * @type {number}
307
+ */
308
+ #cascade_count = SHADOWMAP_CSM_DEFAULT_CASCADE_COUNT;
309
+
310
+ /**
311
+ * @returns {number} cascades per directional shadow map
312
+ */
313
+ get cascade_count() {
314
+ return this.#cascade_count;
315
+ }
316
+
317
+ /**
318
+ * The renderer pushes this from {@link Renderer.shadow_cascade_count} before each light update,
319
+ * alongside {@link enabled}. A change is picked up in {@link process_lights}: every directional
320
+ * map built with another count is evicted and rebuilt with this one in the same pass, which
321
+ * gives its atlas rects back first. A rebuilt map has no caster range until its first readback
322
+ * lands, two frames on, so its near planes are its slices' own until then.
323
+ *
324
+ * @param {number} v at least one
325
+ */
326
+ set cascade_count(v) {
327
+ assert.isPositiveInteger(v, 'cascade_count');
328
+
329
+ this.#cascade_count = v;
330
+ }
331
+
180
332
  /**
181
333
  * Frame index of the most recent {@link select_for_draw} call. Passed to {@link draw} via
182
334
  * this field so we don't have to thread it through the call again — draw() stamps
@@ -247,36 +399,56 @@ export class GPUSceneShadowmapContext {
247
399
  #scene_ctx;
248
400
 
249
401
  /**
250
- * Rows of the light database's `shadow_csm_caster_range` table given back by evicted maps,
251
- * to be claimed again before a new row is.
252
- * @type {number[]}
402
+ * One word per row of the light database's `shadow_cascade` table, the accumulate pass's
403
+ * scratch, holding plain f32 bit patterns seeded to {@link CSM_CASTER_RANGE_UNKNOWN} and reset
404
+ * to it by each publish.
405
+ * @type {GPUBuffer|null}
253
406
  */
254
- #caster_rows_free = [];
407
+ #caster_scratch = null;
255
408
 
256
409
  /**
257
- * Rows ever claimed; the next new row.
410
+ * Cascade rows {@link #caster_scratch} has words for.
258
411
  * @type {number}
259
412
  */
260
- #caster_row_count = 0;
413
+ #caster_scratch_rows = 0;
261
414
 
262
415
  /**
263
- * One word per cascade per claimed row, the accumulate pass's scratch, holding plain f32 bit
264
- * patterns seeded to {@link CSM_CASTER_RANGE_UNKNOWN} and reset to it by each publish.
265
- * @type {GPUBuffer|null}
416
+ * The readback service's handle for the `shadow_cascade` table, taken on first use.
417
+ * @type {number}
266
418
  */
267
- #caster_scratch = null;
419
+ #cascade_table = -1;
268
420
 
269
421
  /**
270
- * Rows {@link #caster_scratch} has words for.
271
- * @type {number}
422
+ * Scratch for {@link #write_shadow_records}: the CPU's half of one cascade row.
423
+ * @type {{atlas: number[], projection: ArrayLike<number>}}
272
424
  */
273
- #caster_scratch_rows = 0;
425
+ #cascade_record = { atlas: [0, 0, 0, 0], projection: null };
426
+
427
+ /**
428
+ * Scratch for {@link #write_virtual_rows}: one `shadow_virtual_slot` row, and one window corner.
429
+ */
430
+ #virtual_slot_record = { level: 0, x: 0, y: 0 };
431
+ #virtual_level_record = [0, 0];
432
+
433
+ /**
434
+ * Where the scene's casters were last frame, for the virtual shadow maps' mover pass. Made on the
435
+ * first frame a virtual map asks for feedback.
436
+ * @type {VSMMoverTracker|null}
437
+ */
438
+ #vsm_movers = null;
274
439
 
275
440
  /**
276
- * The readback service's handle for the caster range table, taken on first use.
441
+ * Which virtual map's turn it is to take the first of the page budget's remainder; advanced by
442
+ * every {@link select_for_draw}.
277
443
  * @type {number}
278
444
  */
279
- #caster_range_table = -1;
445
+ #virtual_budget_turn = 0;
446
+
447
+ /**
448
+ * Scratch for {@link graph_virtual_feedback}: the scene's virtual maps this frame.
449
+ * @type {VirtualShadowMap[]}
450
+ */
451
+ #vsm_feedback_maps = [];
280
452
 
281
453
  /**
282
454
  * @returns {number} number of shadowmaps rasterized in the most recent draw pass
@@ -405,45 +577,54 @@ export class GPUSceneShadowmapContext {
405
577
  }
406
578
 
407
579
  /**
408
- * The readback service's handle for the light database's `shadow_csm_caster_range` table —
409
- * what a directional map asks its range through.
580
+ * The readback service's handle for the light database's `shadow_cascade` table — what a
581
+ * directional map asks its caster range through.
410
582
  *
411
583
  * @returns {number}
412
584
  */
413
- get caster_range_table() {
414
- if (this.#caster_range_table === -1) {
415
- this.#caster_range_table = this.#owner.readback.table('shadow_csm_caster_range');
585
+ get cascade_table() {
586
+ if (this.#cascade_table === -1) {
587
+ this.#cascade_table = this.#owner.readback.table('shadow_cascade');
416
588
  }
417
589
 
418
- return this.#caster_range_table;
590
+ return this.#cascade_table;
419
591
  }
420
592
 
421
593
  /**
422
- * Give a directional map its row of the caster range table and its words of the scratch.
594
+ * Give a directional map a run of `shadow_cascade` rows, one per cascade, and their words of
595
+ * the scratch.
423
596
  *
424
597
  * @param {DirectionalLightShadowmap} map
425
598
  */
426
- #claim_caster_row(map) {
427
- const free = this.#caster_rows_free;
428
- const row = free.length > 0 ? free.pop() : this.#caster_row_count++;
599
+ #claim_cascades(map) {
600
+ const count = map.cascade_count;
601
+ const records = new Array(count);
602
+
603
+ for (let i = 0; i < count; i++) {
604
+ // The CPU writes the whole row once, its range unknown; from here on it writes only its
605
+ // own fields and the GPU writes the range. The atlas and projection are written by the
606
+ // map's first draw, before anything samples them.
607
+ records[i] = {
608
+ atlas: [0, 0, 0, 0],
609
+ projection: new Float32Array(16),
610
+ caster_near: CSM_CASTER_RANGE_UNKNOWN,
611
+ };
612
+ }
429
613
 
430
- // the CPU writes the row once, as unknown; the GPU writes it from here on
431
- this.#owner.database.get('shadow_csm_caster_range').set(row, {
432
- near: new Float32Array(SHADOWMAP_CSM_CASCADE_COUNT).fill(CSM_CASTER_RANGE_UNKNOWN),
433
- });
614
+ const first = this.#owner.database.get('shadow_cascade').add_run(records);
434
615
 
435
- map.caster_row = row;
436
- map.caster_settings.base = row * SHADOWMAP_CSM_CASCADE_COUNT;
616
+ map.first_cascade = first;
617
+ map.caster_settings.base = first;
437
618
  map.caster_range_valid = false;
438
619
  map.caster_range.fill(NaN);
439
620
 
440
- const rows_needed = row + 1;
621
+ const rows_needed = first + count;
441
622
 
442
623
  if (rows_needed > this.#caster_scratch_rows) {
443
624
  // Grown by replacement rather than copied: every claimed row's words are unknown
444
625
  // between frames — the publish resets them — so a fresh seed loses nothing.
445
626
  const rows = Math.max(rows_needed, this.#caster_scratch_rows * 2, 4);
446
- const words = new Uint32Array(rows * SHADOWMAP_CSM_CASCADE_COUNT).fill(CSM_CASTER_RANGE_UNKNOWN_BITS);
627
+ const words = new Uint32Array(rows).fill(CSM_CASTER_RANGE_UNKNOWN_BITS);
447
628
  const device = this.#graphics.device;
448
629
 
449
630
  if (this.#caster_scratch !== null) {
@@ -463,27 +644,281 @@ export class GPUSceneShadowmapContext {
463
644
  }
464
645
 
465
646
  /**
466
- * Take a directional map's caster range row back.
647
+ * Take a directional map's cascade rows back. A readback still in flight for one of them is
648
+ * dropped, its row's generation having moved.
467
649
  *
468
650
  * @param {DirectionalLightShadowmap} map
469
651
  */
470
- #release_caster_row(map) {
471
- const row = map.caster_row;
652
+ #release_cascades(map) {
653
+ const first = map.first_cascade;
472
654
 
473
- if (row === -1) {
655
+ if (first === -1) {
474
656
  return;
475
657
  }
476
658
 
477
- this.#owner.database.get('shadow_csm_caster_range').remove(row);
478
- this.#caster_rows_free.push(row);
659
+ const table = this.#owner.database.get('shadow_cascade');
479
660
 
480
- map.caster_row = -1;
661
+ for (let i = 0; i < map.cascade_count; i++) {
662
+ table.remove(first + i);
663
+ }
664
+
665
+ map.first_cascade = -1;
481
666
  map.caster_range_valid = false;
482
667
  }
483
668
 
484
669
  /**
485
- * Measure this frame's casters against the map's cascades and publish the result to its row,
486
- * for the readback to carry to the next frame's fit.
670
+ * Give a virtual shadow map its rows of the light database: its `shadow_virtual` record, and its
671
+ * runs of window corners, page-table entries — every cell empty — and slots — every slot empty.
672
+ * The record is written for real by the map's first draw, before anything samples it.
673
+ *
674
+ * @param {VirtualShadowMap} map
675
+ */
676
+ #claim_virtual(map) {
677
+ const database = this.#owner.database;
678
+ const manager = map.manager;
679
+
680
+ const levels = new Array(manager.level_count);
681
+
682
+ for (let i = 0; i < levels.length; i++) {
683
+ levels[i] = [0, 0];
684
+ }
685
+
686
+ const pages = new Array(manager.cell_count).fill(0);
687
+ const slots = new Array(manager.slots.capacity);
688
+
689
+ for (let i = 0; i < slots.length; i++) {
690
+ slots[i] = { level: VSM_SLOT_EMPTY, x: 0, y: 0 };
691
+ }
692
+
693
+ map.first_level = database.get('shadow_virtual_level').add_run(levels);
694
+ map.first_page = database.get('shadow_virtual_page').add_run(pages);
695
+ map.first_slot = database.get('shadow_virtual_slot').add_run(slots);
696
+ map.record_row = database.get('shadow_virtual').add(map.make_virtual_record());
697
+
698
+ // zeroed at creation: no slot has a mover over it yet
699
+ map.stale_flags = this.#graphics.device.createBuffer({
700
+ label: 'VSM / stale flags',
701
+ size: manager.slots.capacity * Uint32Array.BYTES_PER_ELEMENT,
702
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
703
+ });
704
+ }
705
+
706
+ /**
707
+ * Take a virtual shadow map's rows back. The page and slot rows the GPU reads go with the
708
+ * record that names them.
709
+ *
710
+ * @param {VirtualShadowMap} map
711
+ */
712
+ #release_virtual(map) {
713
+ if (map.record_row === -1) {
714
+ return;
715
+ }
716
+
717
+ const database = this.#owner.database;
718
+ const manager = map.manager;
719
+
720
+ const t_levels = database.get('shadow_virtual_level');
721
+ const t_pages = database.get('shadow_virtual_page');
722
+ const t_slots = database.get('shadow_virtual_slot');
723
+
724
+ for (let i = 0; i < manager.level_count; i++) {
725
+ t_levels.remove(map.first_level + i);
726
+ }
727
+
728
+ for (let i = 0; i < manager.cell_count; i++) {
729
+ t_pages.remove(map.first_page + i);
730
+ }
731
+
732
+ for (let i = 0; i < manager.slots.capacity; i++) {
733
+ t_slots.remove(map.first_slot + i);
734
+ }
735
+
736
+ database.get('shadow_virtual').remove(map.record_row);
737
+
738
+ map.record_row = -1;
739
+ map.first_level = -1;
740
+ map.first_page = -1;
741
+ map.first_slot = -1;
742
+ }
743
+
744
+ /**
745
+ * Write the rows of a virtual shadow map that changed since the last frame — page-table entries
746
+ * of cells installed, evicted or scrolled away, slots that changed hands, and window corners —
747
+ * and then its record.
748
+ *
749
+ * @param {VirtualShadowMap} map
750
+ * @param {GPUDatabase} database
751
+ */
752
+ #write_virtual_rows(map, database) {
753
+ const manager = map.manager;
754
+
755
+ const t_pages = database.get('shadow_virtual_page');
756
+ const t_slots = database.get('shadow_virtual_slot');
757
+
758
+ for (let i = 0; i < manager.dirty_cell_count; i++) {
759
+ const cell = manager.dirty_cell(i);
760
+
761
+ t_pages.set(map.first_page + cell, manager.cell_entry(cell));
762
+ }
763
+
764
+ const slot_record = this.#virtual_slot_record;
765
+
766
+ for (let i = 0; i < manager.dirty_slot_count; i++) {
767
+ const slot = manager.dirty_slot(i);
768
+ const level = manager.slot_level(slot);
769
+
770
+ slot_record.level = level === -1 ? VSM_SLOT_EMPTY : level;
771
+ slot_record.x = manager.slot_x(slot);
772
+ slot_record.y = manager.slot_y(slot);
773
+
774
+ t_slots.set(map.first_slot + slot, slot_record);
775
+ }
776
+
777
+ if (manager.levels_dirty) {
778
+ const t_levels = database.get('shadow_virtual_level');
779
+ const corner = this.#virtual_level_record;
780
+
781
+ for (let level = 0; level < manager.level_count; level++) {
782
+ corner[0] = manager.origin_x(level);
783
+ corner[1] = manager.origin_y(level);
784
+
785
+ t_levels.set(map.first_level + level, corner);
786
+ }
787
+ }
788
+
789
+ manager.clear_dirty();
790
+
791
+ database.get('shadow_virtual').set(map.record_row, map.make_virtual_record());
792
+ }
793
+
794
+ /**
795
+ * Record this frame's virtual shadow map feedback — the casters that moved, the pages they made
796
+ * stale, the pages the view's pixels ask for — into the frame's `Shading` graph once the main
797
+ * view's depth exists, and read it back for the maps' next frames. Does nothing in a scene
798
+ * without virtual shadow maps. See {@link graph_vsm_feedback}.
799
+ *
800
+ * @param {Object} options
801
+ * @param {FrameGraph} options.graph
802
+ * @param {import("../../view/GPUViewContext.js").GPUViewContext} options.view the main view
803
+ * @param {number} options.depth graph handle of the main view's depth
804
+ */
805
+ graph_virtual_feedback({ graph, view, depth }) {
806
+ const maps = this.#vsm_feedback_maps;
807
+ const all = this.#registry.maps;
808
+
809
+ maps.length = 0;
810
+
811
+ for (let i = 0; i < all.length; i++) {
812
+ if (all[i].isVirtualShadowMap === true) {
813
+ maps.push(all[i]);
814
+ }
815
+ }
816
+
817
+ if (maps.length === 0) {
818
+ // no virtual map to feed: the casters' memory goes, and starts afresh with the next map
819
+ if (this.#vsm_movers !== null) {
820
+ this.#vsm_movers.destroy();
821
+ this.#vsm_movers = null;
822
+ }
823
+
824
+ return;
825
+ }
826
+
827
+ if (this.#vsm_movers === null) {
828
+ this.#vsm_movers = new VSMMoverTracker(this.#graphics.device);
829
+ }
830
+
831
+ graph_vsm_feedback({
832
+ graph,
833
+ view,
834
+ depth,
835
+ maps,
836
+ tracker: this.#vsm_movers,
837
+ light_database: this.#owner.database,
838
+ });
839
+
840
+ // the graph holds what it needs; don't keep the maps reachable from here until next frame
841
+ maps.length = 0;
842
+ }
843
+
844
+ /**
845
+ * Rasterize the pages a virtual shadow map chose this frame, each into its slot of the pool
846
+ * through a pooled view aimed at the page — the {@link #draw_direct} path, with the Fast
847
+ * pipeline: a pooled view's last depth belongs to some other page, and occlusion buys nothing on
848
+ * a slot.
849
+ *
850
+ * @param {VirtualShadowMap} map
851
+ * @param {ShadeGPUCommandContext} command_ctx
852
+ */
853
+ #draw_virtual(map, command_ctx) {
854
+ const manager = map.manager;
855
+ const count = manager.job_count;
856
+
857
+ if (count === 0) {
858
+ return;
859
+ }
860
+
861
+ const views = map.views;
862
+
863
+ while (views.length < count) {
864
+ const camera = new OrthographicCamera();
865
+ camera.update();
866
+
867
+ const view = new View(camera, this.#scene);
868
+ view.label = `Virtual Shadow Page ${views.length}`;
869
+
870
+ views.push(view);
871
+ }
872
+
873
+ const graph = new FrameGraph("virtual shadow pages");
874
+ const jobs = new Array(count);
875
+
876
+ const pool = map.layout[0];
877
+ const slot_size = map.slot_size;
878
+ const per_axis = manager.slots.slots_per_axis;
879
+
880
+ for (let i = 0; i < count; i++) {
881
+ const view = views[i];
882
+
883
+ map.aim_page_camera(view.camera, manager.job_level(i), manager.job_x(i), manager.job_y(i));
884
+
885
+ const view_ctx = this.shadow_view_manager.obtain(view);
886
+
887
+ view_ctx.update(this.#graphics);
888
+ view_ctx.setViewportSize(slot_size, slot_size);
889
+
890
+ const slot = manager.job_slot(i);
891
+
892
+ const job = new RasterizationJob();
893
+ job.pipeline_type = RasterizationPipelineType.Fast;
894
+ job.opaque_pass = shadow_rasterization_pass_descriptor;
895
+ job.alpha_tested_pass = shadow_rasterization_alpha_tested_pass_descriptor;
896
+ job.cull_policy = SHADOW_CULL_POLICY;
897
+ job.render_target = this.#render_target;
898
+ job.view_ctx = view_ctx;
899
+ job.viewport = [
900
+ pool.x0 + (slot % per_axis) * slot_size,
901
+ pool.y0 + ((slot / per_axis) | 0) * slot_size,
902
+ slot_size,
903
+ slot_size,
904
+ ];
905
+
906
+ jobs[i] = job;
907
+ }
908
+
909
+ execute_rasterization_jobs({
910
+ jobs,
911
+ limits: this.#graphics.collection_limits,
912
+ command_ctx,
913
+ graph,
914
+ });
915
+
916
+ command_ctx.encodeGraph(graph);
917
+ }
918
+
919
+ /**
920
+ * Measure this frame's casters against the map's cascades and publish the result to their
921
+ * rows, for the readback to carry to the next frame's fit.
487
922
  *
488
923
  * @param {DirectionalLightShadowmap} map
489
924
  * @param {ShadeGPUCommandContext} command_ctx
@@ -494,14 +929,24 @@ export class GPUSceneShadowmapContext {
494
929
  const group_count = meshes.dispatch_group_count(CSM_CASTER_RANGE_WORKGROUP_SIZE);
495
930
 
496
931
  if (group_count === 0) {
497
- // nothing to cast: the row keeps what it holds, which is unknown
932
+ // nothing to measure: the rows keep the last range published into them — unknown if
933
+ // there never was one, and otherwise stale, which pushes the near planes back further
934
+ // than they need to go and costs nothing but depth precision
498
935
  return;
499
936
  }
500
937
 
501
938
  const ranges = this.#caster_scratch;
939
+ const caster_settings = map.caster_settings;
940
+ const planes_words = caster_settings.planes_words;
502
941
 
503
942
  // transient: the frusta differ every frame, so there is nothing worth keeping between them
504
- const settings = command_ctx.allocateTransientValueBuffer(CSM_CASTER_RANGE_SETTINGS_STRUCT, map.caster_settings);
943
+ const settings = command_ctx.allocateTransientValueBuffer(CSM_CASTER_RANGE_SETTINGS_STRUCT, caster_settings);
944
+ const planes = command_ctx.allocateTransientBufferAndLoad(
945
+ planes_words.buffer,
946
+ GPUBufferUsage.STORAGE,
947
+ planes_words.byteOffset,
948
+ planes_words.byteLength
949
+ );
505
950
 
506
951
  shader_csm_caster_range_accumulate.dispatch({
507
952
  encoder: command_ctx,
@@ -509,6 +954,7 @@ export class GPUSceneShadowmapContext {
509
954
  bindings: {
510
955
  scene_database: scene_ctx.scene_database_buffer,
511
956
  settings,
957
+ planes,
512
958
  ranges,
513
959
  },
514
960
  });
@@ -520,9 +966,8 @@ export class GPUSceneShadowmapContext {
520
966
  ranges,
521
967
  light_database: this.#owner.database.buffer,
522
968
  publish: {
523
- row: map.caster_row,
524
- base: map.caster_settings.base,
525
- cascade_count: map.caster_settings.cascade_count,
969
+ first_cascade: map.first_cascade,
970
+ cascade_count: map.cascade_count,
526
971
  },
527
972
  },
528
973
  });
@@ -607,7 +1052,8 @@ export class GPUSceneShadowmapContext {
607
1052
  * up (no forced redraw).
608
1053
  * 4. **Score + select.** Delegated to {@link ShadowmapDrawSelector}, which sets `should_draw`
609
1054
  * on the winners and reports the view spend and whether any candidate went unmet:
610
- * - **Directional** → always selected (infinite score); view cost still charged.
1055
+ * - **Directional** → always selected (infinite score); its views are counted in the
1056
+ * frame's spend but not charged against the budget the local lights compete for.
611
1057
  * - **Local, off-screen** (`projected_area_px <= 0`) → skipped entirely.
612
1058
  * - **Local, in-view, invalid** → MUST draw. `is_invalid` means the committed layout
613
1059
  * has never held valid depth (freshly created map); sampling it would display
@@ -654,9 +1100,44 @@ export class GPUSceneShadowmapContext {
654
1100
 
655
1101
  // Step 2: recompute projected areas. Writing onto the map so the policy + scorer can
656
1102
  // just read `map.projected_area_px` without threading a parallel array through.
1103
+ let virtual_maps = 0;
1104
+
657
1105
  for (let i = 0; i < n; i++) {
658
1106
  const m = shadowmaps[i];
659
1107
  m.projected_area_px = compute_light_projected_area_px(m.light, main_camera, view_resolution);
1108
+
1109
+ if (m.isVirtualShadowMap === true) {
1110
+ virtual_maps++;
1111
+ }
1112
+ }
1113
+
1114
+ if (virtual_maps > 0) {
1115
+ // the scene's page budget, shared out between its virtual maps: all of it to the one
1116
+ // map of a scene with one sun; with several, the pages that do not divide evenly go
1117
+ // round them a frame at a time, so a budget below the suns' count starves none
1118
+ const budget = this.#virtual_page_budget;
1119
+ const share = Math.floor(budget / virtual_maps);
1120
+ const remainder = budget - share * virtual_maps;
1121
+ const first_extra = this.#virtual_budget_turn++ % virtual_maps;
1122
+
1123
+ let k = 0;
1124
+
1125
+ for (let i = 0; i < n; i++) {
1126
+ const m = shadowmaps[i];
1127
+
1128
+ if (m.isVirtualShadowMap !== true) {
1129
+ continue;
1130
+ }
1131
+
1132
+ const turn = (k - first_extra + virtual_maps) % virtual_maps;
1133
+
1134
+ // what its update works with this frame
1135
+ m.page_budget = share + (turn < remainder ? 1 : 0);
1136
+ m.lod_bias = this.virtual_lod_bias;
1137
+ m.view_height = view_resolution[1];
1138
+
1139
+ k++;
1140
+ }
660
1141
  }
661
1142
 
662
1143
  // Step 2b: a cached map whose last cut of virtual geometry was clamped, and under which pages
@@ -724,6 +1205,9 @@ export class GPUSceneShadowmapContext {
724
1205
  const t_point = database.get('shadow_point');
725
1206
  const t_spot = database.get('shadow_spot');
726
1207
  const t_directional = database.get('shadow_directional');
1208
+ const t_cascade = database.get('shadow_cascade');
1209
+
1210
+ const cascade_record = this.#cascade_record;
727
1211
 
728
1212
  const maps = this.#registry.maps;
729
1213
  let pc = 0;
@@ -749,26 +1233,57 @@ export class GPUSceneShadowmapContext {
749
1233
  continue;
750
1234
  }
751
1235
 
1236
+ if (map.isVirtualShadowMap === true) {
1237
+ // its rows change with its pages, whether or not anything else about it did
1238
+ this.#write_virtual_rows(map, database);
1239
+ }
1240
+
752
1241
  if (map.metadata_changed) {
753
1242
  table.set(slot, map.make_record());
1243
+
1244
+ if (light.isDirectionalLight && map.isVirtualShadowMap !== true) {
1245
+ // the record names the cascades; their rows hold what to sample — written a
1246
+ // field at a time, since the GPU owns the rest of the row
1247
+ for (let j = 0; j < map.cascade_count; j++) {
1248
+ t_cascade.set_fields(map.first_cascade + j, map.make_cascade_record(j, cascade_record), CASCADE_VIEW_WRITER);
1249
+ }
1250
+ }
1251
+
754
1252
  map.metadata_changed = false;
755
1253
  }
756
1254
  }
757
1255
 
758
- // trim trailing slots from previous frames so disused entries don't leak
759
- for (let i = pc; i < this.#prev_point_count; i++) {
1256
+ this.#trim_shadow_records(database, pc, sc, dc);
1257
+ }
1258
+
1259
+ /**
1260
+ * Free the shadow_* slots past the counts given — slots a previous write filled that no map
1261
+ * holds any more — so disused entries don't leak. A `shadow_directional` slot left standing
1262
+ * would go on naming cascade rows its map gave back.
1263
+ *
1264
+ * @param {GPUDatabase} database
1265
+ * @param {number} point_count slots of `shadow_point` still in use
1266
+ * @param {number} spot_count slots of `shadow_spot` still in use
1267
+ * @param {number} directional_count slots of `shadow_directional` still in use
1268
+ */
1269
+ #trim_shadow_records(database, point_count, spot_count, directional_count) {
1270
+ const t_point = database.get('shadow_point');
1271
+ const t_spot = database.get('shadow_spot');
1272
+ const t_directional = database.get('shadow_directional');
1273
+
1274
+ for (let i = point_count; i < this.#prev_point_count; i++) {
760
1275
  t_point.remove(i);
761
1276
  }
762
- for (let i = sc; i < this.#prev_spot_count; i++) {
1277
+ for (let i = spot_count; i < this.#prev_spot_count; i++) {
763
1278
  t_spot.remove(i);
764
1279
  }
765
- for (let i = dc; i < this.#prev_directional_count; i++) {
1280
+ for (let i = directional_count; i < this.#prev_directional_count; i++) {
766
1281
  t_directional.remove(i);
767
1282
  }
768
1283
 
769
- this.#prev_point_count = pc;
770
- this.#prev_spot_count = sc;
771
- this.#prev_directional_count = dc;
1284
+ this.#prev_point_count = point_count;
1285
+ this.#prev_spot_count = spot_count;
1286
+ this.#prev_directional_count = directional_count;
772
1287
  }
773
1288
 
774
1289
  /**
@@ -834,7 +1349,9 @@ export class GPUSceneShadowmapContext {
834
1349
 
835
1350
  const light = map.light;
836
1351
 
837
- if (light.isDirectionalLight || light.isSpotLight) {
1352
+ if (map.isVirtualShadowMap === true) {
1353
+ this.#draw_virtual(map, command_ctx);
1354
+ } else if (light.isDirectionalLight || light.isSpotLight) {
838
1355
  this.#draw_direct(map, command_ctx);
839
1356
  } else if (light.isPointLight) {
840
1357
  if (map.isTetrahedron) {
@@ -899,7 +1416,7 @@ export class GPUSceneShadowmapContext {
899
1416
  * @param {ShadeGPUCommandContext} command_ctx
900
1417
  */
901
1418
  #draw_direct(map, command_ctx) {
902
- if (map.light.isDirectionalLight === true && map.caster_row !== -1) {
1419
+ if (map.light.isDirectionalLight === true && map.first_cascade !== -1) {
903
1420
  // this frame's casters against this frame's cascades, for next frame's fit
904
1421
  this.#measure_caster_range(map, command_ctx);
905
1422
  }
@@ -924,7 +1441,7 @@ export class GPUSceneShadowmapContext {
924
1441
  const job = new RasterizationJob();
925
1442
  job.opaque_pass = shadow_rasterization_pass_descriptor;
926
1443
  job.alpha_tested_pass = shadow_rasterization_alpha_tested_pass_descriptor;
927
- job.cull_policy = CullPolicy.Reversed;
1444
+ job.cull_policy = SHADOW_CULL_POLICY;
928
1445
  job.render_target = this.#render_target;
929
1446
  job.view_ctx = view_ctx;
930
1447
  job.viewport = [atlas_aabb.x0, atlas_aabb.y0, atlas_aabb.width, atlas_aabb.height];
@@ -1042,7 +1559,7 @@ export class GPUSceneShadowmapContext {
1042
1559
  job.pipeline_type = RasterizationPipelineType.Fast;
1043
1560
  job.opaque_pass = shadow_rasterization_pass_descriptor;
1044
1561
  job.alpha_tested_pass = shadow_rasterization_alpha_tested_pass_descriptor;
1045
- job.cull_policy = CullPolicy.Reversed;
1562
+ job.cull_policy = SHADOW_CULL_POLICY;
1046
1563
  job.render_target = null;
1047
1564
  job.view_ctx = view_ctx;
1048
1565
  job.viewport = [
@@ -1188,7 +1705,7 @@ export class GPUSceneShadowmapContext {
1188
1705
  job.pipeline_type = RasterizationPipelineType.Fast;
1189
1706
  job.opaque_pass = shadow_rasterization_pass_descriptor;
1190
1707
  job.alpha_tested_pass = shadow_rasterization_alpha_tested_pass_descriptor;
1191
- job.cull_policy = CullPolicy.Reversed;
1708
+ job.cull_policy = SHADOW_CULL_POLICY;
1192
1709
  job.render_target = null;
1193
1710
  job.view_ctx = view_ctx;
1194
1711
  job.viewport = [
@@ -1320,8 +1837,13 @@ export class GPUSceneShadowmapContext {
1320
1837
  // free the per-view/-camera GPU contexts — without this an evicted map's buffers leak
1321
1838
  this.#release_map_gpu_contexts(map);
1322
1839
 
1323
- if (map.light.isDirectionalLight === true) {
1324
- this.#release_caster_row(map);
1840
+ if (map.isVirtualShadowMap === true) {
1841
+ this.#release_virtual(map);
1842
+
1843
+ // a reading of its feedback still on its way back finds the map gone and drops itself
1844
+ map.destroy();
1845
+ } else if (map.light.isDirectionalLight === true) {
1846
+ this.#release_cascades(map);
1325
1847
  }
1326
1848
 
1327
1849
  map.light._gpu_shadowmap_id = -1;
@@ -1362,6 +1884,12 @@ export class GPUSceneShadowmapContext {
1362
1884
  this.#evict_map(shadowmaps[i]);
1363
1885
  }
1364
1886
  registry.clear();
1887
+
1888
+ // No draw runs while shadows are off, and the draw is what frees disused slots — so
1889
+ // they are freed here, or a directional slot would name the cascade rows just given
1890
+ // back for as long as shadows stay off.
1891
+ this.#trim_shadow_records(this.#owner.database, 0, 0, 0);
1892
+
1365
1893
  return had_maps;
1366
1894
  }
1367
1895
 
@@ -1370,8 +1898,42 @@ export class GPUSceneShadowmapContext {
1370
1898
  let changed = false;
1371
1899
 
1372
1900
  const use_tetra = this.use_tetrahedron_point_shadows;
1901
+ const use_virtual = this.use_virtual_shadow_maps;
1902
+ const cascade_count = this.#cascade_count;
1903
+ const first_texel_size = this.#virtual_first_texel_size;
1373
1904
  const newcomers = this.#reconcile_newcomers;
1374
1905
 
1906
+ /**
1907
+ * Whether a map was built under settings that no longer hold — a point map by the other
1908
+ * generator (cube vs tetra), whose face count and draw path no longer match, a directional
1909
+ * map of the other kind (cascades vs virtual), one with another number of cascades, or a
1910
+ * virtual one with another first texel — and so must be rebuilt.
1911
+ *
1912
+ * @param {Shadowmap} map
1913
+ * @returns {boolean}
1914
+ */
1915
+ const is_outdated = (map) => {
1916
+ const light = map.light;
1917
+
1918
+ if (light.isPointLight) {
1919
+ return Boolean(map.isTetrahedron) !== use_tetra;
1920
+ }
1921
+
1922
+ if (light.isDirectionalLight) {
1923
+ const is_virtual = map.isVirtualShadowMap === true;
1924
+
1925
+ if (is_virtual !== use_virtual) {
1926
+ return true;
1927
+ }
1928
+
1929
+ return is_virtual
1930
+ ? map.manager.first_texel_size !== first_texel_size
1931
+ : map.cascade_count !== cascade_count;
1932
+ }
1933
+
1934
+ return false;
1935
+ };
1936
+
1375
1937
  registry.begin_reconcile();
1376
1938
  newcomers.length = 0;
1377
1939
 
@@ -1395,10 +1957,10 @@ export class GPUSceneShadowmapContext {
1395
1957
  continue;
1396
1958
  }
1397
1959
 
1398
- // A point map built by the other generator (cube vs tetra) must be rebuilt when the
1399
- // flag flips — its face count and draw path no longer match. Pass 2 drops it on the
1400
- // same test; queueing the rebuild here lands it in this pass rather than the next.
1401
- if (light.isPointLight && Boolean(map.isTetrahedron) !== use_tetra) {
1960
+ // A map built under settings that have since changed must be rebuilt. Pass 2 drops it
1961
+ // on the same test, giving its atlas rects back first; queueing the rebuild here lands
1962
+ // it in this pass rather than the next.
1963
+ if (is_outdated(map)) {
1402
1964
  newcomers.push(light);
1403
1965
  }
1404
1966
  }
@@ -1408,12 +1970,8 @@ export class GPUSceneShadowmapContext {
1408
1970
  // splice indices stay stable.
1409
1971
  for (let i = shadowmaps.length - 1; i >= 0; i--) {
1410
1972
  const map = shadowmaps[i];
1411
- const light = map.light;
1412
-
1413
- const generator_mismatch = light.isPointLight
1414
- && Boolean(map.isTetrahedron) !== use_tetra;
1415
1973
 
1416
- if (registry.is_marked(map) && !generator_mismatch) {
1974
+ if (registry.is_marked(map) && !is_outdated(map)) {
1417
1975
  continue;
1418
1976
  }
1419
1977
  this.#evict_map(map);
@@ -1422,12 +1980,12 @@ export class GPUSceneShadowmapContext {
1422
1980
  }
1423
1981
 
1424
1982
  const add_directional = (light) => {
1425
- const map = new DirectionalLightShadowmap();
1983
+ const map = new DirectionalLightShadowmap(cascade_count);
1426
1984
  map.light = light;
1427
1985
 
1428
1986
  const bound = [];
1429
1987
  try {
1430
- for (let j = 0; j < SHADOWMAP_CSM_CASCADE_COUNT; j++) {
1988
+ for (let j = 0; j < cascade_count; j++) {
1431
1989
  const resolution_index = Math.min(j, DEFAULT_SHADOWMAP_DIRECTIONAL_RESOLUTION.length - 1);
1432
1990
  const resolution = DEFAULT_SHADOWMAP_DIRECTIONAL_RESOLUTION[resolution_index];
1433
1991
 
@@ -1452,7 +2010,44 @@ export class GPUSceneShadowmapContext {
1452
2010
  throw e;
1453
2011
  }
1454
2012
 
1455
- this.#claim_caster_row(map);
2013
+ this.#claim_cascades(map);
2014
+ registry.add(map);
2015
+ };
2016
+
2017
+ const add_virtual = (light) => {
2018
+ // the pool: as many whole slots as fit the default pool, or the atlas when it is smaller
2019
+ const slot_size = VSM_PAGE_SIZE + 2 * SHADOWMAP_ATLAS_BORDER;
2020
+ const pool_side = Math.floor(Math.min(VSM_POOL_SIZE, this.atlas.size.x, this.atlas.size.y) / slot_size) * slot_size;
2021
+
2022
+ // the pool first: an atlas without room for it throws here, every frame the sun is
2023
+ // retried, and the map's page bookkeeping — megabytes — is not built for nothing
2024
+ const pool = this.bind(pool_side);
2025
+
2026
+ let map;
2027
+
2028
+ try {
2029
+ map = new VirtualShadowMap({
2030
+ level_count: VSM_LEVEL_COUNT,
2031
+ pages_per_level: VSM_PAGES_PER_LEVEL,
2032
+ first_texel_size,
2033
+ page_size: VSM_PAGE_SIZE,
2034
+ border: SHADOWMAP_ATLAS_BORDER,
2035
+ pool_size: pool_side,
2036
+ request_capacity: VSM_DEFAULT_REQUEST_CAPACITY,
2037
+ protect_frames: VSM_PROTECT_FRAMES,
2038
+ depth_extent: VSM_DEPTH_EXTENT,
2039
+ });
2040
+
2041
+ map.light = light;
2042
+ map.layout[0] = pool;
2043
+
2044
+ this.#claim_virtual(map);
2045
+ } catch (e) {
2046
+ // nothing registered the map: give its pool back rather than leave an orphan rect
2047
+ this.atlas.remove(pool);
2048
+ throw e;
2049
+ }
2050
+
1456
2051
  registry.add(map);
1457
2052
  };
1458
2053
 
@@ -1515,7 +2110,11 @@ export class GPUSceneShadowmapContext {
1515
2110
  }
1516
2111
 
1517
2112
  if (light.isDirectionalLight) {
1518
- add_directional(light);
2113
+ if (use_virtual) {
2114
+ add_virtual(light);
2115
+ } else {
2116
+ add_directional(light);
2117
+ }
1519
2118
  changed = true;
1520
2119
  } else if (light.isSpotLight) {
1521
2120
  add_spot(light);
@@ -1599,6 +2198,11 @@ export class GPUSceneShadowmapContext {
1599
2198
  this.#caster_scratch = null;
1600
2199
  }
1601
2200
 
2201
+ if (this.#vsm_movers !== null) {
2202
+ this.#vsm_movers.destroy();
2203
+ this.#vsm_movers = null;
2204
+ }
2205
+
1602
2206
  this.texture.destroy();
1603
2207
 
1604
2208
  const maps = this.#registry.maps;