@woosh/meep-engine 3.38.0 → 3.40.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1183) hide show
  1. package/build/bundle-worker-image-decoder.js +1 -1
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/package.json +1 -1
  4. package/src/core/binary/BinaryBuffer.d.ts +11 -0
  5. package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
  6. package/src/core/binary/BinaryBuffer.js +30 -0
  7. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.d.ts.map +1 -1
  8. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.js +28 -7
  9. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts +15 -0
  10. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -1
  11. package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +41 -0
  12. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts +12 -0
  13. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts.map +1 -1
  14. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.js +27 -0
  15. package/src/core/geom/3d/gjk/gjk.js +3 -3
  16. package/src/core/geom/3d/gjk/gjk_distance.d.ts +94 -0
  17. package/src/core/geom/3d/gjk/gjk_distance.d.ts.map +1 -0
  18. package/src/core/geom/3d/gjk/gjk_distance.js +782 -0
  19. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts +5 -4
  20. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
  21. package/src/core/geom/3d/gjk/gjk_epa_penetration.js +14 -9
  22. package/src/core/geom/3d/gjk/minkowski_support.d.ts +11 -7
  23. package/src/core/geom/3d/gjk/minkowski_support.d.ts.map +1 -1
  24. package/src/core/geom/3d/gjk/minkowski_support.js +33 -9
  25. package/src/core/geom/3d/gjk/mpr.d.ts.map +1 -1
  26. package/src/core/geom/3d/gjk/mpr.js +26 -5
  27. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts +15 -0
  28. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts.map +1 -1
  29. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.js +106 -33
  30. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts +2 -1
  31. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts.map +1 -1
  32. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.js +4 -8
  33. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts +32 -0
  34. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts.map +1 -0
  35. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.js +85 -0
  36. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts +3 -3
  37. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts.map +1 -1
  38. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.js +24 -34
  39. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts +17 -0
  40. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts.map +1 -1
  41. package/src/core/geom/3d/quaternion/quat3_integrate.js +45 -4
  42. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts +16 -0
  43. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts.map +1 -1
  44. package/src/core/geom/3d/quaternion/quat3_multiply.js +25 -0
  45. package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts +18 -0
  46. package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts.map +1 -1
  47. package/src/core/geom/3d/quaternion/quat3_nlerp.js +45 -0
  48. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts +17 -0
  49. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts.map +1 -1
  50. package/src/core/geom/3d/quaternion/quat3_shortest_arc.js +155 -94
  51. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +12 -0
  52. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -1
  53. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +31 -0
  54. package/src/core/geom/3d/shape/AbstractShape3D.d.ts +20 -6
  55. package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
  56. package/src/core/geom/3d/shape/AbstractShape3D.js +20 -6
  57. package/src/core/geom/3d/shape/BoxShape3D.d.ts +1 -1
  58. package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -1
  59. package/src/core/geom/3d/shape/BoxShape3D.js +5 -1
  60. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +1 -1
  61. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
  62. package/src/core/geom/3d/shape/CapsuleShape3D.js +5 -1
  63. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts +25 -11
  64. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -1
  65. package/src/core/geom/3d/shape/ConvexHullShape3D.js +392 -22
  66. package/src/core/geom/3d/shape/CylinderShape3D.d.ts +8 -7
  67. package/src/core/geom/3d/shape/CylinderShape3D.d.ts.map +1 -1
  68. package/src/core/geom/3d/shape/CylinderShape3D.js +12 -7
  69. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +51 -8
  70. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -1
  71. package/src/core/geom/3d/shape/HeightMapShape3D.js +260 -14
  72. package/src/core/geom/3d/shape/MeshShape3D.d.ts +61 -7
  73. package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -1
  74. package/src/core/geom/3d/shape/MeshShape3D.js +111 -20
  75. package/src/core/geom/3d/shape/PointShape3D.d.ts +1 -1
  76. package/src/core/geom/3d/shape/PointShape3D.d.ts.map +1 -1
  77. package/src/core/geom/3d/shape/PointShape3D.js +1 -1
  78. package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
  79. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  80. package/src/core/geom/3d/shape/PosedShape3D.js +36 -6
  81. package/src/core/geom/3d/shape/SphereShape3D.d.ts +1 -1
  82. package/src/core/geom/3d/shape/SphereShape3D.d.ts.map +1 -1
  83. package/src/core/geom/3d/shape/SphereShape3D.js +5 -1
  84. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +12 -10
  85. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  86. package/src/core/geom/3d/shape/TransformedShape3D.js +53 -19
  87. package/src/core/geom/3d/shape/Triangle3D.d.ts +1 -1
  88. package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -1
  89. package/src/core/geom/3d/shape/Triangle3D.js +5 -1
  90. package/src/core/geom/3d/shape/UnionShape3D.d.ts +1 -1
  91. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  92. package/src/core/geom/3d/shape/UnionShape3D.js +19 -2
  93. package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts +14 -0
  94. package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts.map +1 -1
  95. package/src/core/geom/3d/shape/sdf/sdf3_box.js +67 -5
  96. package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts +14 -0
  97. package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts.map +1 -1
  98. package/src/core/geom/3d/shape/sdf/sdf3_capsule.js +61 -3
  99. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts +14 -0
  100. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts.map +1 -1
  101. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.js +63 -4
  102. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +15 -0
  103. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  104. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +64 -2
  105. package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts +21 -0
  106. package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts.map +1 -1
  107. package/src/core/geom/3d/shape/sdf/sdf3_sphere.js +66 -3
  108. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts +2 -0
  109. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts.map +1 -1
  110. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.js +7 -0
  111. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts +41 -0
  112. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts.map +1 -0
  113. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.js +538 -0
  114. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts +31 -0
  115. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts.map +1 -0
  116. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.js +85 -0
  117. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts +18 -0
  118. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts.map +1 -0
  119. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.js +19 -0
  120. package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts +49 -0
  121. package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts.map +1 -0
  122. package/src/core/geom/3d/triangle/TriangleEdgeFlags.js +55 -0
  123. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts +42 -0
  124. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts.map +1 -0
  125. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.js +85 -0
  126. package/src/core/geom/3d/triangle/tri3_closest_point.d.ts +13 -0
  127. package/src/core/geom/3d/triangle/tri3_closest_point.d.ts.map +1 -1
  128. package/src/core/geom/3d/triangle/tri3_closest_point.js +36 -1
  129. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts +14 -0
  130. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts.map +1 -1
  131. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.js +40 -0
  132. package/src/core/geom/vec3/v3_quaternion_apply.d.ts +19 -0
  133. package/src/core/geom/vec3/v3_quaternion_apply.d.ts.map +1 -1
  134. package/src/core/geom/vec3/v3_quaternion_apply.js +32 -0
  135. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts +19 -0
  136. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts.map +1 -1
  137. package/src/core/geom/vec3/v3_quaternion_apply_inverse.js +32 -0
  138. package/src/engine/EngineHarness.d.ts.map +1 -1
  139. package/src/engine/EngineHarness.js +17 -4
  140. package/src/engine/asset/loaders/image/avif/threaded_image_encoder.js +1 -1
  141. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +135 -10
  142. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  143. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +338 -105
  144. package/src/engine/control/first-person/abilities/Ability.d.ts +14 -5
  145. package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -1
  146. package/src/engine/control/first-person/abilities/Ability.js +14 -5
  147. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
  148. package/src/engine/control/first-person/abilities/LedgeGrab.js +16 -12
  149. package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -1
  150. package/src/engine/control/first-person/abilities/Mantle.js +5 -1
  151. package/src/engine/control/first-person/abilities/Slide.js +1 -1
  152. package/src/engine/control/first-person/collision/KinematicMover.d.ts +92 -14
  153. package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
  154. package/src/engine/control/first-person/collision/KinematicMover.js +218 -37
  155. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +5 -0
  156. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  157. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +17 -10
  158. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  159. package/src/engine/ecs/EntityComponentDataset.js +27 -13
  160. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  161. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +8 -0
  162. package/src/engine/ecs/transform/Transform64.d.ts +4 -2
  163. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  164. package/src/engine/ecs/transform/Transform64.js +10 -16
  165. package/src/engine/graphics/ecs/water/Water.d.ts +31 -72
  166. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  167. package/src/engine/graphics/ecs/water/Water.js +59 -84
  168. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  169. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +11 -49
  170. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +1 -1
  171. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -1
  172. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -18
  173. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
  174. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
  175. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
  176. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts +6 -0
  177. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts.map +1 -0
  178. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.js +10 -0
  179. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
  180. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
  181. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
  182. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
  183. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
  184. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
  185. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
  186. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
  187. package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
  188. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
  189. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
  190. package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
  191. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.d.ts.map +1 -1
  192. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.js +8 -5
  193. package/src/engine/graphics3/WaterSystem.d.ts +31 -48
  194. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  195. package/src/engine/graphics3/WaterSystem.js +177 -261
  196. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
  197. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
  198. package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
  199. package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
  200. package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
  201. package/src/engine/interpolation/InterpolationLog.js +12 -6
  202. package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
  203. package/src/engine/interpolation/InterpolationSystem.js +39 -8
  204. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
  205. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
  206. package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
  207. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
  208. package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
  209. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
  210. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
  211. package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
  212. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
  213. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
  214. package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
  215. package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
  216. package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
  217. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  218. package/src/engine/physics/body/SolverBodyState.js +4 -5
  219. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
  220. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
  221. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
  222. package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
  223. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  224. package/src/engine/physics/ccd/linear_sweep.js +1131 -97
  225. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +13 -0
  226. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
  227. package/src/engine/physics/cloth/collider/ClothColliderIndex.js +90 -22
  228. package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +84 -24
  229. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
  230. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  231. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
  232. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  233. package/src/engine/physics/cloth/ecs/ClothWorld.js +59 -47
  234. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  235. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +62 -55
  236. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
  238. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
  239. package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
  240. package/src/engine/physics/cloth/playground/garment_build.js +6 -6
  241. package/src/engine/physics/cloth/playground/garment_main.js +18 -14
  242. package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
  243. package/src/engine/physics/cloth/solver/cloth_contact_find.js +8 -5
  244. package/src/engine/physics/cloth/solver/cloth_solve_vertex.d.ts.map +1 -1
  245. package/src/engine/physics/cloth/solver/cloth_solve_vertex.js +8 -5
  246. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
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  1128. package/src/shade/renderer/water/water_missing_receiver_path.d.ts.map +1 -0
  1129. package/src/shade/renderer/water/water_missing_receiver_path.js +40 -0
  1130. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  1131. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +247 -23
  1132. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts +18 -14
  1133. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  1134. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +48 -6
  1135. package/src/engine/graphics/ecs/water/WATER_SIZE.d.ts +0 -2
  1136. package/src/engine/graphics/ecs/water/WATER_SIZE.d.ts.map +0 -1
  1137. package/src/engine/graphics/ecs/water/WATER_SIZE.js +0 -1
  1138. package/src/shade/renderer/light/GPUViewLightContext.d.ts +0 -22
  1139. package/src/shade/renderer/light/GPUViewLightContext.d.ts.map +0 -1
  1140. package/src/shade/renderer/light/GPUViewLightContext.js +0 -62
  1141. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +0 -29
  1142. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +0 -1
  1143. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +0 -43
  1144. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts +0 -7
  1145. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts.map +0 -1
  1146. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
  1147. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.d.ts +0 -27
  1148. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.d.ts.map +0 -1
  1149. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.js +0 -125
  1150. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.d.ts +0 -7
  1151. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.d.ts.map +0 -1
  1152. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.js +0 -41
  1153. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.d.ts +0 -2
  1154. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.d.ts.map +0 -1
  1155. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.js +0 -1
  1156. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.d.ts +0 -3
  1157. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.d.ts.map +0 -1
  1158. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.js +0 -7
  1159. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.d.ts +0 -24
  1160. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.d.ts.map +0 -1
  1161. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.js +0 -103
  1162. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.d.ts +0 -8
  1163. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.d.ts.map +0 -1
  1164. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.js +0 -34
  1165. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.d.ts +0 -10
  1166. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.d.ts.map +0 -1
  1167. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.js +0 -64
  1168. package/src/shade/renderer/shadow/vsm/decode_tile_address.d.ts +0 -11
  1169. package/src/shade/renderer/shadow/vsm/decode_tile_address.d.ts.map +0 -1
  1170. package/src/shade/renderer/shadow/vsm/decode_tile_address.js +0 -34
  1171. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.d.ts +0 -2
  1172. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.d.ts.map +0 -1
  1173. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.js +0 -11
  1174. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts +0 -20
  1175. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts.map +0 -1
  1176. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.js +0 -187
  1177. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts +0 -25
  1178. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts.map +0 -1
  1179. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.js +0 -220
  1180. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts +0 -19
  1181. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts.map +0 -1
  1182. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.js +0 -115
  1183. package/src/shade/renderer/texture/encode/ENCODE_NOTES_2026_09_02.md +0 -462
@@ -1,43 +1,154 @@
1
- export class VirtualShadowMap {
2
- tile_resolution: number;
1
+ /**
2
+ * A directional light's virtual shadow map: a clipmap of world-anchored pages around the main
3
+ * camera, rendered into a region of the shadow atlas as the GPU asks for them and as movers make
4
+ * them stale, under a budget of pages per frame.
5
+ *
6
+ * The page bookkeeping is {@link VSMPageManager}'s; this holds what ties it to the light and to the
7
+ * shadow context: the light space, the depth range, the main view's numbers the record carries, the
8
+ * rows the context claimed for it in the light database, and the pooled views pages are drawn with
9
+ * ({@link views}, one per page a frame may draw).
10
+ *
11
+ * Built and owned by {@link GPUSceneShadowmapContext} when its renderer asks for virtual shadow maps.
12
+ *
13
+ * @extends {Shadowmap}
14
+ */
15
+ export class VirtualShadowMap extends Shadowmap {
3
16
  /**
4
- * @type {GPUTextureContext}
17
+ * @param {Object} options
18
+ * @param {number} options.level_count
19
+ * @param {number} options.pages_per_level
20
+ * @param {number} options.first_texel_size
21
+ * @param {number} options.page_size
22
+ * @param {number} options.border
23
+ * @param {number} options.pool_size texels on the pool's side
24
+ * @param {number} options.request_capacity
25
+ * @param {number} options.protect_frames
26
+ * @param {number} options.depth_extent
5
27
  */
6
- physical_texture: GPUTextureContext;
28
+ constructor({ level_count, pages_per_level, first_texel_size, page_size, border, pool_size, request_capacity, protect_frames, depth_extent, }: {
29
+ level_count: number;
30
+ pages_per_level: number;
31
+ first_texel_size: number;
32
+ page_size: number;
33
+ border: number;
34
+ pool_size: number;
35
+ request_capacity: number;
36
+ protect_frames: number;
37
+ depth_extent: number;
38
+ });
7
39
  /**
8
- *
40
+ * @type {VSMPageManager}
41
+ * @readonly
42
+ */
43
+ readonly manager: VSMPageManager;
44
+ /**
45
+ * Distance either side of the snapped camera depth that the light's depth range reaches.
46
+ * @type {number}
47
+ * @readonly
48
+ */
49
+ readonly depth_extent: number;
50
+ /**
51
+ * The map's row of `shadow_virtual`, claimed by the shadow context with the map; -1 before.
9
52
  * @type {number}
10
53
  */
11
- resolution_in_tiles: number;
54
+ record_row: number;
12
55
  /**
13
- * @type {AbstractLight}
56
+ * First rows of the map's runs of `shadow_virtual_level`, `shadow_virtual_page` and
57
+ * `shadow_virtual_slot`; -1 before they are claimed.
58
+ * @type {number}
14
59
  */
15
- light: AbstractLight;
60
+ first_level: number;
61
+ first_page: number;
62
+ first_slot: number;
16
63
  /**
17
- * @type {GPUCameraContext[]}
64
+ * The map's own frame count, advanced by every {@link update}: what its pages, touches and
65
+ * readings are stamped with. The map's own because it has to keep rising whichever view the
66
+ * frame was rendered for — a view's count starts again at zero with each new camera, and a
67
+ * reading stamped from it would be refused as older than the last one applied.
68
+ * @type {number}
69
+ */
70
+ frame_index: number;
71
+ /**
72
+ * What this frame's {@link update} works with, set by the shadow context before it: how many
73
+ * pages it may draw, the bias the record carries, and the main view's height in pixels.
74
+ */
75
+ page_budget: number;
76
+ lod_bias: number;
77
+ view_height: number;
78
+ /**
79
+ * One word per pool slot, set on the GPU when a mover crosses the slot and cleared when a
80
+ * readback lists it — persistent, so a frame whose readback was skipped loses nothing. Created
81
+ * by the shadow context with the map's rows; null before.
82
+ * @type {GPUBuffer|null}
83
+ */
84
+ stale_flags: GPUBuffer | null;
85
+ /**
86
+ * Readbacks of this map's feedback on their way back.
87
+ * @type {number}
18
88
  */
19
- light_views: GPUCameraContext[];
89
+ readbacks_in_flight: number;
20
90
  /**
21
- * @type {GPUBuffer}
91
+ * Set once the map is torn down: a reading still in flight is then dropped.
92
+ * @type {boolean}
22
93
  */
23
- buffer_uniforms: GPUBuffer;
94
+ destroyed: boolean;
24
95
  /**
25
- * Quad-tree (implicit) containing references into physical texture
26
- * We use buffer because writing into a texture in WebGPU can only be done one LOD at a time
27
- * @see https://www.w3.org/TR/WGSL/#texturestore
28
- * @type {GPUBuffer}
96
+ * The light camera at the world origin; its view matrix is light space.
97
+ * @type {OrthographicCamera}
29
98
  */
30
- buffer_lookup: GPUBuffer;
31
- get total_tile_count(): number;
99
+ light_camera: OrthographicCamera;
32
100
  /**
101
+ * The light's depth range this frame, as distances along the light from light space's origin.
102
+ * @type {number}
103
+ */
104
+ near: number;
105
+ far: number;
106
+ /**
107
+ * Texels on a slot's side: a page and its border.
108
+ * @returns {number}
109
+ */
110
+ get slot_size(): number;
111
+ /**
112
+ * Fit the light space and the windows to this frame and choose its pages, advancing
113
+ * {@link frame_index}. Reads {@link page_budget}, {@link lod_bias} and {@link view_height}, which
114
+ * the shadow context sets first.
115
+ *
116
+ * @param {Camera} main_camera
117
+ * @param {GPUSceneContext} scene_ctx
118
+ */
119
+ update(main_camera: Camera, scene_ctx: GPUSceneContext): void;
120
+ /**
121
+ * The `shadow_directional` record: an empty cascade range, and this map's `shadow_virtual` row.
122
+ * @returns {{first_cascade: number, cascade_count: number, virtual_map: number}}
123
+ */
124
+ make_record(): {
125
+ first_cascade: number;
126
+ cascade_count: number;
127
+ virtual_map: number;
128
+ };
129
+ /**
130
+ * The `shadow_virtual` record as of the last {@link update}.
131
+ * @returns {object}
132
+ */
133
+ make_virtual_record(): object;
134
+ /**
135
+ * Point a page camera at a page: turned as the light, at the origin, its planes the page's
136
+ * square widened by its border on every side, the light's depth range.
33
137
  *
34
- * @param {GPUDevice} device
35
- * @param {number} [virtual_resolution]
36
- * @param {number} [physical_resolution]
37
- * @param {number} [tile_size]
138
+ * @param {OrthographicCamera} camera
139
+ * @param {number} level
140
+ * @param {number} x world page
141
+ * @param {number} y world page
142
+ */
143
+ aim_page_camera(camera: OrthographicCamera, level: number, x: number, y: number): void;
144
+ /**
145
+ * @readonly
146
+ * @type {boolean}
38
147
  */
39
- initialize({ device, virtual_resolution, physical_resolution, tile_resolution }: GPUDevice): void;
40
- destroy(): void;
148
+ readonly isVirtualShadowMap: boolean;
149
+ #private;
41
150
  }
42
- import { GPUTextureContext } from "../../texture/GPUTextureContext.js";
151
+ import { Shadowmap } from "../map/Shadowmap.js";
152
+ import { VSMPageManager } from "./VSMPageManager.js";
153
+ import { OrthographicCamera } from "../../camera/OrthographicCamera.js";
43
154
  //# sourceMappingURL=VirtualShadowMap.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"VirtualShadowMap.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VirtualShadowMap.js"],"names":[],"mappings":"AAMA;IAEI,wBAAsB;IAEtB;;OAEG;IACH,kBAFU,iBAAiB,CAEV;IAGjB;;;OAGG;IACH,qBAFU,MAAM,CAEQ;IAExB;;OAEG;IACH,qBAAM;IAEN;;OAEG;IACH,aAFU,kBAAkB,CAEX;IAEjB;;OAEG;IACH,2BAAgB;IAGhB;;;;;OAKG;IACH,yBAAa;IAEb,+BAIC;IAED;;;;;;OAMG;IACH,kGAgFC;IAED,gBAYC;CACJ;kCAvJiC,oCAAoC"}
1
+ {"version":3,"file":"VirtualShadowMap.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VirtualShadowMap.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;GAaG;AACH;IAuHI;;;;;;;;;;;OAWG;IACH;QAV2B,WAAW,EAA3B,MAAM;QACU,eAAe,EAA/B,MAAM;QACU,gBAAgB,EAAhC,MAAM;QACU,SAAS,EAAzB,MAAM;QACU,MAAM,EAAtB,MAAM;QACU,SAAS,EAAzB,MAAM;QACU,gBAAgB,EAAhC,MAAM;QACU,cAAc,EAA9B,MAAM;QACU,YAAY,EAA5B,MAAM;OA8BhB;IA7JD;;;OAGG;IACH,kBAHU,cAAc,CAGhB;IAER;;;;OAIG;IACH,uBAHU,MAAM,CAGH;IAEb;;;OAGG;IACH,YAFU,MAAM,CAEA;IAEhB;;;;OAIG;IACH,aAFU,MAAM,CAEC;IACjB,mBAAgB;IAChB,mBAAgB;IAEhB;;;;;;OAMG;IACH,aAFU,MAAM,CAEA;IAEhB;;;OAGG;IACH,oBAAgB;IAChB,iBAAa;IACb,oBAAgB;IAEhB;;;;;OAKG;IACH,aAFU,YAAU,IAAI,CAEL;IAEnB;;;OAGG;IACH,qBAFU,MAAM,CAEQ;IAExB;;;OAGG;IACH,WAFU,OAAO,CAEC;IAElB;;;OAGG;IACH,cAFU,kBAAkB,CAEY;IAExC;;;OAGG;IACH,MAFU,MAAM,CAEP;IACT,YAAQ;IAmFR;;;OAGG;IACH,wBAEC;IAED;;;;;;;OAOG;IACH,8DA2DC;IAED;;;OAGG;IACH,eAFa;QAAC,aAAa,EAAE,MAAM,CAAC;QAAC,aAAa,EAAE,MAAM,CAAC;QAAC,WAAW,EAAE,MAAM,CAAA;KAAC,CAM/E;IAED;;;OAGG;IACH,uBAFa,MAAM,CAsBlB;IAED;;;;;;;;OAQG;IACH,wBALW,kBAAkB,SAClB,MAAM,KACN,MAAM,KACN,MAAM,QAiBhB;IAYL;;;OAGG;IACH,6BAFU,OAAO,CAE4B;;CAN5C;0BArUyB,qBAAqB;+BAChB,qBAAqB;mCAFjB,oCAAoC"}
@@ -1,155 +1,335 @@
1
- import { platform_compute_endianness } from "../../../../core/binary/platform_compute_endianness.js";
2
- import { split_by_2 } from "../../../../core/binary/split_by_2.js";
3
- import { isPowerOfTwo } from "../../../../core/math/isPowerOfTwo.js";
4
- import { GPUTextureContext } from "../../texture/GPUTextureContext.js";
5
- import { VSM_UNIFORMS_STRUCT } from "./VSM_UNIFORMS_STRUCT.js";
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { GPU_DATABASE_NULL } from "../../buffer/table/GPU_DATABASE_NULL.js";
3
+ import { OrthographicCamera } from "../../camera/OrthographicCamera.js";
4
+ import { Shadowmap } from "../map/Shadowmap.js";
5
+ import { VSMPageManager } from "./VSMPageManager.js";
6
+
7
+ /**
8
+ * A directional light's virtual shadow map: a clipmap of world-anchored pages around the main
9
+ * camera, rendered into a region of the shadow atlas as the GPU asks for them and as movers make
10
+ * them stale, under a budget of pages per frame.
11
+ *
12
+ * The page bookkeeping is {@link VSMPageManager}'s; this holds what ties it to the light and to the
13
+ * shadow context: the light space, the depth range, the main view's numbers the record carries, the
14
+ * rows the context claimed for it in the light database, and the pooled views pages are drawn with
15
+ * ({@link views}, one per page a frame may draw).
16
+ *
17
+ * Built and owned by {@link GPUSceneShadowmapContext} when its renderer asks for virtual shadow maps.
18
+ *
19
+ * @extends {Shadowmap}
20
+ */
21
+ export class VirtualShadowMap extends Shadowmap {
6
22
 
7
- export class VirtualShadowMap {
23
+ /**
24
+ * @type {VSMPageManager}
25
+ * @readonly
26
+ */
27
+ manager;
8
28
 
9
- tile_resolution = 128;
29
+ /**
30
+ * Distance either side of the snapped camera depth that the light's depth range reaches.
31
+ * @type {number}
32
+ * @readonly
33
+ */
34
+ depth_extent;
35
+
36
+ /**
37
+ * The map's row of `shadow_virtual`, claimed by the shadow context with the map; -1 before.
38
+ * @type {number}
39
+ */
40
+ record_row = -1;
10
41
 
11
42
  /**
12
- * @type {GPUTextureContext}
43
+ * First rows of the map's runs of `shadow_virtual_level`, `shadow_virtual_page` and
44
+ * `shadow_virtual_slot`; -1 before they are claimed.
45
+ * @type {number}
13
46
  */
14
- physical_texture;
47
+ first_level = -1;
48
+ first_page = -1;
49
+ first_slot = -1;
15
50
 
51
+ /**
52
+ * The map's own frame count, advanced by every {@link update}: what its pages, touches and
53
+ * readings are stamped with. The map's own because it has to keep rising whichever view the
54
+ * frame was rendered for — a view's count starts again at zero with each new camera, and a
55
+ * reading stamped from it would be refused as older than the last one applied.
56
+ * @type {number}
57
+ */
58
+ frame_index = 0;
16
59
 
17
60
  /**
18
- *
61
+ * What this frame's {@link update} works with, set by the shadow context before it: how many
62
+ * pages it may draw, the bias the record carries, and the main view's height in pixels.
63
+ */
64
+ page_budget = 0;
65
+ lod_bias = 0;
66
+ view_height = 1;
67
+
68
+ /**
69
+ * One word per pool slot, set on the GPU when a mover crosses the slot and cleared when a
70
+ * readback lists it — persistent, so a frame whose readback was skipped loses nothing. Created
71
+ * by the shadow context with the map's rows; null before.
72
+ * @type {GPUBuffer|null}
73
+ */
74
+ stale_flags = null;
75
+
76
+ /**
77
+ * Readbacks of this map's feedback on their way back.
19
78
  * @type {number}
20
79
  */
21
- resolution_in_tiles = 0;
80
+ readbacks_in_flight = 0;
81
+
82
+ /**
83
+ * Set once the map is torn down: a reading still in flight is then dropped.
84
+ * @type {boolean}
85
+ */
86
+ destroyed = false;
22
87
 
23
88
  /**
24
- * @type {AbstractLight}
89
+ * The light camera at the world origin; its view matrix is light space.
90
+ * @type {OrthographicCamera}
25
91
  */
26
- light;
92
+ light_camera = new OrthographicCamera();
27
93
 
28
94
  /**
29
- * @type {GPUCameraContext[]}
95
+ * The light's depth range this frame, as distances along the light from light space's origin.
96
+ * @type {number}
30
97
  */
31
- light_views = [];
98
+ near = 0;
99
+ far = 0;
32
100
 
33
101
  /**
34
- * @type {GPUBuffer}
102
+ * Where the depth range is centred, along the light; set by the first {@link update}.
35
103
  */
36
- buffer_uniforms;
104
+ #depth_centre = 0;
105
+ #depth_centred = false;
37
106
 
107
+ /**
108
+ * The `shadow_virtual` record, written whole every frame.
109
+ */
110
+ #record = {
111
+ view: new Float32Array(16),
112
+ camera_position: new Float32Array(3),
113
+ pixel_angle: 0,
114
+ near: 0,
115
+ far: 0,
116
+ first_texel_size: 0,
117
+ lod_bias: 0,
118
+ first_level: 0,
119
+ level_count: 0,
120
+ pages_per_level: 0,
121
+ page_size: 0,
122
+ border: 0,
123
+ pool_origin: new Uint32Array(2),
124
+ slots_per_axis: 0,
125
+ first_page: 0,
126
+ page_count: 0,
127
+ first_slot: 0,
128
+ slot_count: 0,
129
+ };
130
+
131
+ /**
132
+ * The `shadow_directional` record: no cascades, and this map.
133
+ */
134
+ #directional_record = {
135
+ first_cascade: GPU_DATABASE_NULL,
136
+ cascade_count: 0,
137
+ virtual_map: GPU_DATABASE_NULL,
138
+ };
38
139
 
39
140
  /**
40
- * Quad-tree (implicit) containing references into physical texture
41
- * We use buffer because writing into a texture in WebGPU can only be done one LOD at a time
42
- * @see https://www.w3.org/TR/WGSL/#texturestore
43
- * @type {GPUBuffer}
141
+ * @param {Object} options
142
+ * @param {number} options.level_count
143
+ * @param {number} options.pages_per_level
144
+ * @param {number} options.first_texel_size
145
+ * @param {number} options.page_size
146
+ * @param {number} options.border
147
+ * @param {number} options.pool_size texels on the pool's side
148
+ * @param {number} options.request_capacity
149
+ * @param {number} options.protect_frames
150
+ * @param {number} options.depth_extent
44
151
  */
45
- buffer_lookup
152
+ constructor({
153
+ level_count,
154
+ pages_per_level,
155
+ first_texel_size,
156
+ page_size,
157
+ border,
158
+ pool_size,
159
+ request_capacity,
160
+ protect_frames,
161
+ depth_extent,
162
+ }) {
163
+ super();
164
+
165
+ assert.isNumber(depth_extent, 'depth_extent');
166
+ assert.greaterThan(depth_extent, 0, 'depth_extent');
167
+
168
+ this.manager = new VSMPageManager({
169
+ level_count,
170
+ pages_per_level,
171
+ first_texel_size,
172
+ page_size,
173
+ border,
174
+ pool_size,
175
+ request_capacity,
176
+ protect_frames,
177
+ });
46
178
 
47
- get total_tile_count(){
48
- const max_mip_level = Math.log2(this.resolution_in_tiles);
179
+ this.depth_extent = depth_extent;
180
+ }
49
181
 
50
- return split_by_2((1 << (max_mip_level + 1)) - 1);
182
+ /**
183
+ * Texels on a slot's side: a page and its border.
184
+ * @returns {number}
185
+ */
186
+ get slot_size() {
187
+ return this.manager.slots.slot_size;
51
188
  }
52
189
 
53
190
  /**
191
+ * Fit the light space and the windows to this frame and choose its pages, advancing
192
+ * {@link frame_index}. Reads {@link page_budget}, {@link lod_bias} and {@link view_height}, which
193
+ * the shadow context sets first.
54
194
  *
55
- * @param {GPUDevice} device
56
- * @param {number} [virtual_resolution]
57
- * @param {number} [physical_resolution]
58
- * @param {number} [tile_size]
59
- */
60
- initialize({
61
- device,
62
- virtual_resolution = 4096,
63
- physical_resolution = 1024,
64
- tile_resolution = 128
65
- }) {
66
-
67
- if (!isPowerOfTwo(virtual_resolution)) {
68
- throw new Error(`virtual_resolution must be a power of two, instead was ${virtual_resolution}`);
69
- }
195
+ * @param {Camera} main_camera
196
+ * @param {GPUSceneContext} scene_ctx
197
+ */
198
+ update(main_camera, scene_ctx) {
199
+ assert.defined(main_camera, 'main_camera');
70
200
 
71
- if (!isPowerOfTwo(tile_resolution)) {
72
- throw new Error(`tile_resolution must be a power of two, instead was ${tile_resolution}`);
73
- }
201
+ const t = this.light.transform;
202
+ const light_camera = this.light_camera;
74
203
 
75
- this.tile_resolution = tile_resolution;
204
+ // turned as the light, at the origin: its view matrix is world to light space
205
+ light_camera.transform.setRotation(t.rotation_x, t.rotation_y, t.rotation_z, t.rotation_w);
206
+ light_camera.transform.setTranslation(0, 0, 0);
207
+ light_camera.update();
76
208
 
77
- const resolution_limit = device.limits.maxTextureDimension2D;
209
+ const view = light_camera.view_matrix;
78
210
 
79
- let _actual_physical_resolution;
211
+ const c = main_camera.transform;
212
+ const cx = c.translation_x;
213
+ const cy = c.translation_y;
214
+ const cz = c.translation_z;
80
215
 
81
- if (physical_resolution > resolution_limit) {
82
- _actual_physical_resolution = resolution_limit;
83
- console.warn(`Requested physical resolution (=${physical_resolution}) exceeds device limit (=${resolution_limit}), defaulting to limit instead`);
84
- } else {
85
- _actual_physical_resolution = physical_resolution;
86
- }
216
+ const light_x = view[0] * cx + view[4] * cy + view[8] * cz + view[12];
217
+ const light_y = view[1] * cx + view[5] * cy + view[9] * cz + view[13];
218
+ const light_depth = -(view[2] * cx + view[6] * cy + view[10] * cz + view[14]);
87
219
 
88
- if (virtual_resolution <= _actual_physical_resolution) {
89
- console.warn(`physical_resolution(=${_actual_physical_resolution}) >= virtual_resolution(=${virtual_resolution}), this is a pointless configuration. Likely a mistake`);
220
+ // snapped, so the range moves — and every page with it — only when the camera has gone a
221
+ // quarter of it along the light from where the range is centred: a camera standing on the
222
+ // plane between two snaps does not move it back and forth
223
+ const snap = this.depth_extent / 4;
224
+
225
+ if (!this.#depth_centred || Math.abs(light_depth - this.#depth_centre) > snap) {
226
+ this.#depth_centre = Math.round(light_depth / snap) * snap;
227
+ this.#depth_centred = true;
90
228
  }
91
229
 
92
- this.resolution_in_tiles = Math.floor(virtual_resolution / this.tile_resolution);
230
+ this.near = this.#depth_centre - this.depth_extent;
231
+ this.far = this.#depth_centre + this.depth_extent;
93
232
 
233
+ const manager = this.manager;
234
+ const frame = ++this.frame_index;
94
235
 
95
- // initialize physical texture
96
- this.physical_texture = new GPUTextureContext(device);
97
- const physical_descriptor = this.physical_texture.descriptor;
236
+ manager.set_light_space(view, this.near, this.far, frame);
237
+ manager.update_windows(light_x, light_y);
238
+ manager.select(frame, this.page_budget);
98
239
 
99
- physical_descriptor.format = "depth16unorm";
100
- physical_descriptor.dimension = "2d";
101
- physical_descriptor.size = [_actual_physical_resolution, _actual_physical_resolution];
102
- physical_descriptor.mipLevelCount = 1;
103
- physical_descriptor.usage = GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT;
240
+ const record = this.#record;
104
241
 
105
- //
106
- this.buffer_uniforms = device.createBuffer({
107
- label: "Virtual Shadow Map / uniforms",
108
- size: VSM_UNIFORMS_STRUCT.size,
109
- usage: GPUBufferUsage.UNIFORM,
110
- mappedAtCreation: true
111
- });
242
+ record.view.set(view);
243
+ record.camera_position[0] = cx;
244
+ record.camera_position[1] = cy;
245
+ record.camera_position[2] = cz;
112
246
 
113
- const buffer_uniforms_data = this.buffer_uniforms.getMappedRange();
247
+ // a perspective view's pixel at unit distance; a view without a field of view selects the
248
+ // finest level everywhere
249
+ const fov = main_camera.fov;
250
+ record.pixel_angle = fov === undefined ? 0 : 2 * Math.tan(fov * 0.5) / Math.max(1, this.view_height);
251
+
252
+ record.near = this.near;
253
+ record.far = this.far;
254
+ record.lod_bias = this.lod_bias;
255
+
256
+ this.metadata_changed = true;
257
+ }
114
258
 
115
- const buffer_uniforms_view = new DataView(buffer_uniforms_data);
259
+ /**
260
+ * The `shadow_directional` record: an empty cascade range, and this map's `shadow_virtual` row.
261
+ * @returns {{first_cascade: number, cascade_count: number, virtual_map: number}}
262
+ */
263
+ make_record() {
264
+ this.#directional_record.virtual_map = this.record_row;
116
265
 
117
- buffer_uniforms_view.setUint32(VSM_UNIFORMS_STRUCT.get('tile_resolution').offset, tile_resolution, platform_compute_endianness());
118
- buffer_uniforms_view.setUint32(VSM_UNIFORMS_STRUCT.get('resolution_in_tiles').offset, this.resolution_in_tiles, platform_compute_endianness());
266
+ return this.#directional_record;
267
+ }
119
268
 
120
- this.buffer_uniforms.unmap();
269
+ /**
270
+ * The `shadow_virtual` record as of the last {@link update}.
271
+ * @returns {object}
272
+ */
273
+ make_virtual_record() {
274
+ const record = this.#record;
275
+ const manager = this.manager;
276
+ const pool = this.layout[0];
277
+
278
+ record.first_texel_size = manager.first_texel_size;
279
+ record.first_level = this.first_level;
280
+ record.level_count = manager.level_count;
281
+ record.pages_per_level = manager.pages_per_level;
282
+ record.page_size = manager.page_size;
283
+ record.border = manager.border;
284
+ record.pool_origin[0] = pool.x0;
285
+ record.pool_origin[1] = pool.y0;
286
+ record.slots_per_axis = manager.slots.slots_per_axis;
287
+ record.first_page = this.first_page;
288
+ record.page_count = manager.cell_count;
289
+ record.first_slot = this.first_slot;
290
+ record.slot_count = manager.slots.capacity;
291
+
292
+ return record;
293
+ }
121
294
 
122
- //
295
+ /**
296
+ * Point a page camera at a page: turned as the light, at the origin, its planes the page's
297
+ * square widened by its border on every side, the light's depth range.
298
+ *
299
+ * @param {OrthographicCamera} camera
300
+ * @param {number} level
301
+ * @param {number} x world page
302
+ * @param {number} y world page
303
+ */
304
+ aim_page_camera(camera, level, x, y) {
305
+ const manager = this.manager;
306
+ const size = manager.page_world_size(level);
307
+ const border = size * manager.border / manager.page_size;
123
308
 
124
- /*
125
- One entry per NODE of the implicit quadtree, which is what total_tile_count computes.
309
+ camera.transform.copy(this.light_camera.transform);
126
310
 
127
- The size used to be resolution_in_tiles * 4/3, a side length where a node count belongs.
128
- For the 16384 / 256 configuration GPUViewShadowMaps asks for, that is 86 entries against
129
- the 5461 the tree has: an indexing shader reads zeros past node 85 where storage access is
130
- clamped, and fails buffer-size validation at bind time where it is not. Nothing binds this
131
- today because VirtualShadowmapRenderer is never constructed, so the shape of the failure
132
- matters more than the count: it would look like a shader bug.
133
- */
134
- this.buffer_lookup = device.createBuffer({
135
- label:"VSM / lookup",
136
- size: Uint32Array.BYTES_PER_ELEMENT * this.total_tile_count,
137
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST
138
- });
311
+ camera.left = x * size - border;
312
+ camera.right = (x + 1) * size + border;
313
+ camera.bottom = y * size - border;
314
+ camera.top = (y + 1) * size + border;
315
+ camera.near = this.near;
316
+ camera.far = this.far;
139
317
 
318
+ camera.update();
140
319
  }
141
320
 
142
321
  destroy() {
322
+ this.destroyed = true;
143
323
 
144
- for (const v of this.light_views) {
145
- v.destroy();
146
- }
147
-
148
- this.light_views.splice(0, this.light_views.length);
149
-
150
- if (this.physical_texture !== undefined) {
151
- this.physical_texture.destroy();
152
- this.physical_texture = undefined;
324
+ if (this.stale_flags !== null) {
325
+ this.stale_flags.destroy();
326
+ this.stale_flags = null;
153
327
  }
154
328
  }
155
- }
329
+ }
330
+
331
+ /**
332
+ * @readonly
333
+ * @type {boolean}
334
+ */
335
+ VirtualShadowMap.prototype.isVirtualShadowMap = true;
@@ -0,0 +1,39 @@
1
+ /**
2
+ * Record a frame's virtual shadow map feedback into the `Shading` graph, once the main view's depth
3
+ * exists, and read it back.
4
+ *
5
+ * 1. **Movers**, once for the scene: every mesh row against the box it had last frame, and every
6
+ * skinned mesh against the pose it had, into one list ({@link shader_vsm_movers},
7
+ * {@link shader_vsm_skinned_movers}).
8
+ * 2. **Stale**, every frame for every map: the slots under a mover flagged in the map's persistent
9
+ * flags ({@link shader_vsm_stale}, sized indirectly to the movers).
10
+ * 3. **Feedback**, for a map under its readback cap: the pages the view's pixels ask for
11
+ * ({@link shader_vsm_demand}) with their pixel counts ({@link shader_vsm_gather_counts}), and the
12
+ * flagged slots listed and cleared ({@link shader_vsm_stale_compact}) — read back and handed to
13
+ * the map's {@link VSMPageManager#apply_reading} with the frame they were recorded in.
14
+ *
15
+ * @param {Object} options
16
+ * @param {FrameGraph} options.graph
17
+ * @param {import("../../view/GPUViewContext.js").GPUViewContext} options.view the view whose depth asks for pages
18
+ * @param {number} options.depth graph handle of the view's depth
19
+ * @param {VirtualShadowMap[]} options.maps
20
+ * @param {VSMMoverTracker} options.tracker the scene's casters as last seen
21
+ * @param {GPUDatabase} options.light_database
22
+ */
23
+ export function graph_vsm_feedback({ graph, view, depth, maps, tracker, light_database, }: {
24
+ graph: FrameGraph;
25
+ view: import("../../view/GPUViewContext.js").GPUViewContext;
26
+ depth: number;
27
+ maps: VirtualShadowMap[];
28
+ tracker: VSMMoverTracker;
29
+ light_database: GPUDatabase;
30
+ }): void;
31
+ /**
32
+ * Readbacks of one map's feedback in flight at most: VT's cap. A frame that would go past it skips
33
+ * its readback — its wants come again the next frame, and its stale flags stay set until a readback
34
+ * lists them.
35
+ *
36
+ * @type {number}
37
+ */
38
+ export const VSM_READBACKS_IN_FLIGHT: number;
39
+ //# sourceMappingURL=graph_vsm_feedback.d.ts.map
@@ -0,0 +1 @@
1
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