@woosh/meep-engine 3.39.0 → 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 (367) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/package.json +1 -1
  3. package/src/engine/EngineHarness.d.ts.map +1 -1
  4. package/src/engine/EngineHarness.js +17 -4
  5. package/src/engine/asset/loaders/image/avif/threaded_image_encoder.js +1 -1
  6. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  7. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +4 -0
  8. package/src/engine/graphics/ecs/water/Water.d.ts +14 -17
  9. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  10. package/src/engine/graphics/ecs/water/Water.js +100 -110
  11. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  12. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +36 -38
  13. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts +6 -0
  14. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts.map +1 -0
  15. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.js +10 -0
  16. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +3 -3
  17. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -46
  18. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.d.ts.map +1 -1
  19. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.js +8 -5
  20. package/src/engine/graphics3/WaterSystem.d.ts +21 -74
  21. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  22. package/src/engine/graphics3/WaterSystem.js +174 -367
  23. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  24. package/src/format/image/avif/api/convert_to_rgba.d.ts +2 -2
  25. package/src/format/image/avif/api/convert_to_rgba.d.ts.map +1 -1
  26. package/src/format/image/avif/api/convert_to_rgba.js +10 -9
  27. package/src/format/image/avif/api/decode_avif.d.ts +2 -2
  28. package/src/format/image/avif/api/decode_avif.d.ts.map +1 -1
  29. package/src/format/image/avif/api/decode_avif.js +1 -1
  30. package/src/shade/playground/ssr_reprojection/README.md +111 -103
  31. package/src/shade/playground/ssr_reprojection/SpatialFilterProbe.js +68 -68
  32. package/src/shade/playground/ssr_reprojection/index.html +80 -79
  33. package/src/shade/playground/ssr_reprojection/main.js +256 -247
  34. package/src/shade/playground/ssr_variance/capture.js +96 -96
  35. package/src/shade/playground/ssr_variance/reference.js +78 -78
  36. package/src/shade/playground/vsm/README.md +96 -0
  37. package/src/shade/playground/vsm/VSMDebugOverlay.d.ts +49 -0
  38. package/src/shade/playground/vsm/VSMDebugOverlay.d.ts.map +1 -0
  39. package/src/shade/playground/vsm/VSMDebugOverlay.js +351 -0
  40. package/src/shade/playground/vsm/clipmap_panel.d.ts +8 -0
  41. package/src/shade/playground/vsm/clipmap_panel.d.ts.map +1 -0
  42. package/src/shade/playground/vsm/clipmap_panel.js +138 -0
  43. package/src/shade/playground/vsm/index.html +170 -0
  44. package/src/shade/playground/vsm/main.d.ts +2 -0
  45. package/src/shade/playground/vsm/main.d.ts.map +1 -0
  46. package/src/shade/playground/vsm/main.js +389 -0
  47. package/src/shade/playground/vsm/scenes.d.ts +52 -0
  48. package/src/shade/playground/vsm/scenes.d.ts.map +1 -0
  49. package/src/shade/playground/vsm/scenes.js +320 -0
  50. package/src/shade/playground/vsm/verify_vsm.d.ts +38 -0
  51. package/src/shade/playground/vsm/verify_vsm.d.ts.map +1 -0
  52. package/src/shade/playground/vsm/verify_vsm.js +305 -0
  53. package/src/shade/playground/water_refraction/README.md +57 -9
  54. package/src/shade/playground/water_refraction/main.js +12 -3
  55. package/src/shade/playground/water_refraction/world.d.ts +1 -0
  56. package/src/shade/playground/water_refraction/world.d.ts.map +1 -1
  57. package/src/shade/playground/water_refraction/world.js +15 -5
  58. package/src/shade/renderer/Renderer.d.ts +19 -0
  59. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  60. package/src/shade/renderer/Renderer.js +72 -1
  61. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +8 -0
  62. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  63. package/src/shade/renderer/animation/GPUAnimationManager.js +18 -0
  64. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts +7 -0
  65. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  66. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +11 -0
  67. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.d.ts +3 -1
  68. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.d.ts.map +1 -1
  69. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.js +10 -1
  70. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_read_code.d.ts.map +1 -1
  71. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_read_code.js +28 -0
  72. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_write_code.d.ts.map +1 -1
  73. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_write_code.js +31 -1
  74. package/src/shade/renderer/geometry/MeshletGeometry.d.ts +3 -0
  75. package/src/shade/renderer/geometry/MeshletGeometry.d.ts.map +1 -1
  76. package/src/shade/renderer/geometry/MeshletGeometry.js +1 -0
  77. package/src/shade/renderer/light/LIGHT_DATABASE_SPEC.d.ts.map +1 -1
  78. package/src/shade/renderer/light/LIGHT_DATABASE_SPEC.js +62 -4
  79. package/src/shade/renderer/light/environment/rgbe/parse_rgbe.d.ts +1 -1
  80. package/src/shade/renderer/light/environment/rgbe/parse_rgbe.js +2 -2
  81. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.d.ts +2 -2
  82. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.d.ts.map +1 -1
  83. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.js +6 -14
  84. package/src/shade/renderer/light/environment/sh_exponential/chunk_sh_exp_workgroup_sum.d.ts.map +1 -1
  85. package/src/shade/renderer/light/environment/sh_exponential/chunk_sh_exp_workgroup_sum.js +5 -1
  86. package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
  87. package/src/shade/renderer/medium/ParticipatingMedium.d.ts +3 -0
  88. package/src/shade/renderer/medium/ParticipatingMedium.d.ts.map +1 -1
  89. package/src/shade/renderer/medium/ParticipatingMedium.js +7 -0
  90. package/src/shade/renderer/postprocess/eye/shader_autoexposure_build_histogram.d.ts.map +1 -1
  91. package/src/shade/renderer/postprocess/eye/shader_autoexposure_build_histogram.js +5 -35
  92. package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
  93. package/src/shade/renderer/postprocess/ssr/SSR.d.ts +12 -4
  94. package/src/shade/renderer/postprocess/ssr/SSR.d.ts.map +1 -1
  95. package/src/shade/renderer/postprocess/ssr/SSR.js +36 -8
  96. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.d.ts +3 -0
  97. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.d.ts.map +1 -0
  98. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.js +2 -0
  99. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.d.ts +8 -0
  100. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.d.ts.map +1 -0
  101. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.js +40 -0
  102. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_temporal_accumulate.d.ts.map +1 -1
  103. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_temporal_accumulate.js +150 -137
  104. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.d.ts +3 -0
  105. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.d.ts.map +1 -0
  106. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.js +44 -0
  107. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_dilate.d.ts +5 -0
  108. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_dilate.d.ts.map +1 -0
  109. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_dilate.js +35 -0
  110. package/src/shade/renderer/postprocess/ssr/ssr_graph_denoise_tiles.d.ts +26 -0
  111. package/src/shade/renderer/postprocess/ssr/ssr_graph_denoise_tiles.d.ts.map +1 -0
  112. package/src/shade/renderer/postprocess/ssr/ssr_graph_denoise_tiles.js +42 -0
  113. package/src/shade/renderer/postprocess/ssr/ssr_reproject_shader.d.ts +1 -0
  114. package/src/shade/renderer/postprocess/ssr/ssr_reproject_shader.d.ts.map +1 -1
  115. package/src/shade/renderer/postprocess/ssr/ssr_reproject_shader.js +113 -105
  116. package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.d.ts +2 -0
  117. package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.d.ts.map +1 -1
  118. package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.js +177 -167
  119. package/src/shade/renderer/rasterize/DEPTH_STENCIL_STATE_SHADOW.d.ts.map +1 -1
  120. package/src/shade/renderer/rasterize/DEPTH_STENCIL_STATE_SHADOW.js +10 -0
  121. package/src/shade/renderer/rasterize/RasterizationJob.d.ts +1 -2
  122. package/src/shade/renderer/rasterize/RasterizationJob.d.ts.map +1 -1
  123. package/src/shade/renderer/rasterize/RasterizationJob.js +1 -2
  124. package/src/shade/renderer/rasterize/bucket/construct_primitive_state.d.ts +5 -6
  125. package/src/shade/renderer/rasterize/bucket/construct_primitive_state.d.ts.map +1 -1
  126. package/src/shade/renderer/rasterize/bucket/construct_primitive_state.js +5 -6
  127. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts +2 -2
  128. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts.map +1 -1
  129. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.js +1 -1
  130. package/src/shade/renderer/scene/SCENE_DATABASE_SPEC.d.ts.map +1 -1
  131. package/src/shade/renderer/scene/SCENE_DATABASE_SPEC.js +11 -0
  132. package/src/shade/renderer/shader/chunk/atmosphere/phase/jd/build_lut_fog_parameters_jendersie_deon.d.ts.map +1 -1
  133. package/src/shade/renderer/shader/chunk/atmosphere/phase/jd/build_lut_fog_parameters_jendersie_deon.js +4 -5
  134. package/src/shade/renderer/shader/chunk/brdf/dfg/generate_dfg_texture.d.ts.map +1 -1
  135. package/src/shade/renderer/shader/chunk/brdf/dfg/generate_dfg_texture.js +1 -5
  136. package/src/shade/renderer/shader/chunk/screen_space/chunk_screen_importance.d.ts +30 -0
  137. package/src/shade/renderer/shader/chunk/screen_space/chunk_screen_importance.d.ts.map +1 -0
  138. package/src/shade/renderer/shader/chunk/screen_space/chunk_screen_importance.js +54 -0
  139. package/src/shade/renderer/shader/type/serde/read_gpu_typed_buffer.d.ts.map +1 -1
  140. package/src/shade/renderer/shader/type/serde/read_gpu_typed_buffer.js +3 -2
  141. package/src/shade/renderer/shadow/map/DIRECTIONAL_SHADOWMAP_STRUCT.d.ts +19 -0
  142. package/src/shade/renderer/shadow/map/DIRECTIONAL_SHADOWMAP_STRUCT.d.ts.map +1 -0
  143. package/src/shade/renderer/shadow/map/DIRECTIONAL_SHADOWMAP_STRUCT.js +27 -0
  144. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts +1 -0
  145. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts.map +1 -1
  146. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.js +4 -0
  147. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts +54 -0
  148. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  149. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +502 -10
  150. package/src/shade/renderer/shadow/map/Shadowmap.d.ts +3 -2
  151. package/src/shade/renderer/shadow/map/Shadowmap.d.ts.map +1 -1
  152. package/src/shade/renderer/shadow/map/Shadowmap.js +3 -2
  153. package/src/shade/renderer/shadow/map/shader/chunk_sample_shadowmap_atlas_for_light.d.ts +8 -0
  154. package/src/shade/renderer/shadow/map/shader/chunk_sample_shadowmap_atlas_for_light.d.ts.map +1 -1
  155. package/src/shade/renderer/shadow/map/shader/chunk_sample_shadowmap_atlas_for_light.js +34 -3
  156. package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_directional.d.ts +3 -2
  157. package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_directional.d.ts.map +1 -1
  158. package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_directional.js +17 -2
  159. package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_point2.d.ts.map +1 -1
  160. package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_point2.js +137 -133
  161. package/src/shade/renderer/shadow/vsm/DEFAULT_VSM_FIRST_TEXEL_SIZE.d.ts +15 -0
  162. package/src/shade/renderer/shadow/vsm/DEFAULT_VSM_FIRST_TEXEL_SIZE.d.ts.map +1 -0
  163. package/src/shade/renderer/shadow/vsm/DEFAULT_VSM_FIRST_TEXEL_SIZE.js +14 -0
  164. package/src/shade/renderer/shadow/vsm/DEFAULT_VSM_PAGE_BUDGET.d.ts +16 -0
  165. package/src/shade/renderer/shadow/vsm/DEFAULT_VSM_PAGE_BUDGET.d.ts.map +1 -0
  166. package/src/shade/renderer/shadow/vsm/DEFAULT_VSM_PAGE_BUDGET.js +15 -0
  167. package/src/shade/renderer/shadow/vsm/PLAN.md +440 -0
  168. package/src/shade/renderer/shadow/vsm/REVIEW_LEDGER.md +43 -0
  169. package/src/shade/renderer/shadow/vsm/VSMMoverTracker.d.ts +42 -0
  170. package/src/shade/renderer/shadow/vsm/VSMMoverTracker.d.ts.map +1 -0
  171. package/src/shade/renderer/shadow/vsm/VSMMoverTracker.js +153 -0
  172. package/src/shade/renderer/shadow/vsm/VSMPageManager.d.ts +327 -0
  173. package/src/shade/renderer/shadow/vsm/VSMPageManager.d.ts.map +1 -0
  174. package/src/shade/renderer/shadow/vsm/VSMPageManager.js +1408 -0
  175. package/src/shade/renderer/shadow/vsm/VSM_COVER_LEVEL_STEP.d.ts +14 -0
  176. package/src/shade/renderer/shadow/vsm/VSM_COVER_LEVEL_STEP.d.ts.map +1 -0
  177. package/src/shade/renderer/shadow/vsm/VSM_COVER_LEVEL_STEP.js +13 -0
  178. package/src/shade/renderer/shadow/vsm/VSM_FEEDBACK_LAYOUT.d.ts +63 -0
  179. package/src/shade/renderer/shadow/vsm/VSM_FEEDBACK_LAYOUT.d.ts.map +1 -0
  180. package/src/shade/renderer/shadow/vsm/VSM_FEEDBACK_LAYOUT.js +70 -0
  181. package/src/shade/renderer/shadow/vsm/VSM_LEVEL_LIMIT.d.ts +11 -0
  182. package/src/shade/renderer/shadow/vsm/VSM_LEVEL_LIMIT.d.ts.map +1 -0
  183. package/src/shade/renderer/shadow/vsm/VSM_LEVEL_LIMIT.js +10 -0
  184. package/src/shade/renderer/shadow/vsm/VSM_MOVER_LAYOUT.d.ts +54 -0
  185. package/src/shade/renderer/shadow/vsm/VSM_MOVER_LAYOUT.d.ts.map +1 -0
  186. package/src/shade/renderer/shadow/vsm/VSM_MOVER_LAYOUT.js +75 -0
  187. package/src/shade/renderer/shadow/vsm/VSM_RECORD_STRUCT.d.ts +23 -0
  188. package/src/shade/renderer/shadow/vsm/VSM_RECORD_STRUCT.d.ts.map +1 -0
  189. package/src/shade/renderer/shadow/vsm/VSM_RECORD_STRUCT.js +85 -0
  190. package/src/shade/renderer/shadow/vsm/VSM_SLOT_STRUCT.d.ts +16 -0
  191. package/src/shade/renderer/shadow/vsm/VSM_SLOT_STRUCT.d.ts.map +1 -0
  192. package/src/shade/renderer/shadow/vsm/VSM_SLOT_STRUCT.js +29 -0
  193. package/src/shade/renderer/shadow/vsm/VirtualShadowMap.d.ts +136 -25
  194. package/src/shade/renderer/shadow/vsm/VirtualShadowMap.d.ts.map +1 -1
  195. package/src/shade/renderer/shadow/vsm/VirtualShadowMap.js +282 -116
  196. package/src/shade/renderer/shadow/vsm/graph_vsm_feedback.d.ts +39 -0
  197. package/src/shade/renderer/shadow/vsm/graph_vsm_feedback.d.ts.map +1 -0
  198. package/src/shade/renderer/shadow/vsm/graph_vsm_feedback.js +289 -0
  199. package/src/shade/renderer/shadow/vsm/shader/chunk_shadowmap_sample_virtual.d.ts +18 -0
  200. package/src/shade/renderer/shadow/vsm/shader/chunk_shadowmap_sample_virtual.d.ts.map +1 -0
  201. package/src/shade/renderer/shadow/vsm/shader/chunk_shadowmap_sample_virtual.js +65 -0
  202. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_addressing.d.ts +17 -0
  203. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_addressing.d.ts.map +1 -0
  204. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_addressing.js +75 -0
  205. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_append_mover.d.ts +14 -0
  206. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_append_mover.d.ts.map +1 -0
  207. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_append_mover.js +45 -0
  208. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_find_page.d.ts +17 -0
  209. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_find_page.d.ts.map +1 -0
  210. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_find_page.js +100 -0
  211. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_page_view_projection.d.ts +15 -0
  212. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_page_view_projection.d.ts.map +1 -0
  213. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_page_view_projection.js +47 -0
  214. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_demand.d.ts +26 -0
  215. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_demand.d.ts.map +1 -0
  216. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_demand.js +156 -0
  217. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_gather_counts.d.ts +13 -0
  218. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_gather_counts.d.ts.map +1 -0
  219. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_gather_counts.js +65 -0
  220. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_movers.d.ts +30 -0
  221. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_movers.d.ts.map +1 -0
  222. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_movers.js +184 -0
  223. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_skinned_movers.d.ts +23 -0
  224. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_skinned_movers.d.ts.map +1 -0
  225. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_skinned_movers.js +109 -0
  226. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_stale.d.ts +56 -0
  227. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_stale.d.ts.map +1 -0
  228. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_stale.js +211 -0
  229. package/src/shade/renderer/texture/format/decode_typed_gpu_data.d.ts +1 -1
  230. package/src/shade/renderer/texture/format/decode_typed_gpu_data.d.ts.map +1 -1
  231. package/src/shade/renderer/texture/format/decode_typed_gpu_data.js +3 -13
  232. package/src/shade/renderer/texture/format/infer_format_from_parameters.d.ts.map +1 -1
  233. package/src/shade/renderer/texture/format/infer_format_from_parameters.js +2 -3
  234. package/src/shade/renderer/texture/texture_write_to_gpu.d.ts.map +1 -1
  235. package/src/shade/renderer/texture/texture_write_to_gpu.js +16 -16
  236. package/src/shade/renderer/texture/virtual/VTPhysicalCache.d.ts +4 -90
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  241. package/src/shade/renderer/texture/virtual/VTPhysicalSlots.js +245 -0
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  244. package/src/shade/renderer/texture/virtual/build_chunk_vt_lookup.js +3 -19
  245. package/src/shade/renderer/texture/virtual/chunk_vt_page_table_entry.d.ts +13 -0
  246. package/src/shade/renderer/texture/virtual/chunk_vt_page_table_entry.d.ts.map +1 -0
  247. package/src/shade/renderer/texture/virtual/chunk_vt_page_table_entry.js +34 -0
  248. package/src/shade/renderer/water/GPUWaterRenderer.d.ts +7 -2
  249. package/src/shade/renderer/water/GPUWaterRenderer.d.ts.map +1 -1
  250. package/src/shade/renderer/water/GPUWaterRenderer.js +49 -49
  251. package/src/shade/renderer/water/chunk_water_transport.js +3 -3
  252. package/src/shade/renderer/water/medium/GPUWaterBodies.d.ts +11 -25
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  254. package/src/shade/renderer/water/medium/GPUWaterBodies.js +64 -116
  255. package/src/shade/renderer/water/medium/WATER_BODIES_STRUCT.d.ts +1 -20
  256. package/src/shade/renderer/water/medium/WATER_BODIES_STRUCT.d.ts.map +1 -1
  257. package/src/shade/renderer/water/medium/WATER_BODIES_STRUCT.js +10 -42
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  260. package/src/shade/renderer/water/medium/chunk_water_bodies.js +3 -0
  261. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts +1 -5
  262. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts.map +1 -1
  263. package/src/shade/renderer/water/medium/shader_water_bodies_derive.js +32 -30
  264. package/src/shade/renderer/water/medium/shader_water_meshlets.d.ts +4 -0
  265. package/src/shade/renderer/water/medium/shader_water_meshlets.d.ts.map +1 -0
  266. package/src/shade/renderer/water/medium/shader_water_meshlets.js +69 -0
  267. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts.map +1 -1
  268. package/src/shade/renderer/water/optics/chunk_water_inscatter.js +124 -123
  269. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts.map +1 -1
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  271. package/src/shade/renderer/water/shader_water.d.ts +1 -1
  272. package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
  273. package/src/shade/renderer/water/shader_water.js +490 -406
  274. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts +12 -85
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  276. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.js +128 -408
  277. package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.d.ts +6 -0
  278. package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.d.ts.map +1 -0
  279. package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.js +23 -0
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  297. package/src/shade/renderer/water/surface/shader_water_wave_domain.js +83 -0
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  299. package/src/shade/renderer/water/water_height_texture_from_sampler.js +4 -3
  300. package/src/engine/graphics/ecs/water/WATER_SIZE.d.ts +0 -2
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  302. package/src/engine/graphics/ecs/water/WATER_SIZE.js +0 -1
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  329. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.js +0 -64
  330. package/src/shade/renderer/shadow/vsm/decode_tile_address.d.ts +0 -11
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  354. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts.map +0 -1
  355. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.js +0 -49
  356. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts +0 -9
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  359. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts +0 -10
  360. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts.map +0 -1
  361. package/src/shade/renderer/water/surface/shader_water_surface_write.js +0 -51
  362. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts +0 -12
  363. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts.map +0 -1
  364. package/src/shade/renderer/water/surface/shader_water_wave_step.js +0 -54
  365. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts +0 -13
  366. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts.map +0 -1
  367. package/src/shade/renderer/water/surface/water_surface_grid_indices.js +0 -39
@@ -0,0 +1,83 @@
1
+ import { ComputeShader } from "../../shader/ComputeShader.js";
2
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
3
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
4
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
5
+ import { GEOMETRY_METADATA_STRUCT } from "../../geometry/GEOMETRY_METADATA_STRUCT.js";
6
+ import { MESHLET_METADATA_STRUCT } from "../../geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
7
+ import { BVH2_NODE_STRUCT } from "../../shader/chunk/bvh/BVH2_NODE_STRUCT.js";
8
+ import { BVH_TRAVERSAL_STACK_SIZE } from "../../shader/chunk/bvh/BVH_TRAVERSAL_STACK_SIZE.js";
9
+ import { chunk_ray_query_blas_nearest } from "../../shader/chunk/geometry/ray/chunk_ray_query_blas_nearest.js";
10
+ import { chunk_folded_workgroup_index } from "../../shader/chunk/grid/chunk_folded_workgroup_index.js";
11
+ import { f32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
12
+ import { WATER_WAVES_TABLE as table } from "../medium/chunk_water_bodies.js";
13
+ import { WATER_WAVE_BATCH_STRUCT } from "./shader_water_wave_batch.js";
14
+
15
+ const resources = new ShaderResourceSetDescriptor();
16
+ resources.createGroup().addUniform('batch', WATER_WAVE_BATCH_STRUCT)
17
+ .addStorageBuffer('scene_database', WebGPUArray.u32)
18
+ .addStorageBuffer('geometries', WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
19
+ .addStorageBuffer('blas_lookup', WebGPUArray.u32)
20
+ .addStorageBuffer('blas_data', WebGPUArray.from(BVH2_NODE_STRUCT))
21
+ .addStorageBuffer('meshlet_metadata', WebGPUArray.from(MESHLET_METADATA_STRUCT))
22
+ .addStorageBuffer('meshlet_data', WebGPUArray.from(f32))
23
+ .addStorageBuffer('domain', WebGPUArray.u32, true);
24
+
25
+ /** Bake the authored footprint once per new wave row, using the existing geometry BLAS. */
26
+ export const shader_water_wave_domain = ComputeShader.from({ label: 'Water / authored simulation domain', resources,
27
+ body: CodeChunk.from(/* language=WGSL */ `
28
+ @compute @workgroup_size(128)
29
+ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
30
+ let i = folded_workgroup_index(group) * 128u + lane;
31
+ let n = batch.resolution;
32
+ let row = i / (n * n);
33
+ if (row >= batch.capacity) { return; }
34
+ let params = ${table.marshalling_method_read}(&scene_database, row);
35
+ if (params.node == 0u || params.node == ~0u) { domain[i] = 0u; return; }
36
+ if (params.first_write == 0u && batch.apply_impulses == 0u) { return; }
37
+ let geometry = geometries[params.geometry];
38
+ let cell = vec2u(i % n, (i / n) % n);
39
+ let xz = mix(params.extent.xy, params.extent.zw, vec2f(cell) / f32(n - 1u));
40
+ let margin = max(1e-3, (geometry.bounding_box[4] - geometry.bounding_box[1]) * 1e-4);
41
+ let top = geometry.bounding_box[4] + margin;
42
+ var stack: array<u32, ${BVH_TRAVERSAL_STACK_SIZE}>;
43
+ let hit = ray_query_blas_nearest(Ray(vec3f(xz.x, top, xz.y), vec3f(0.0, -1.0, 0.0),
44
+ top - geometry.bounding_box[1] + margin), params.geometry, &stack, 0u);
45
+ domain[i] = select(0u, 1u, hit.t >= 0.0);
46
+ }
47
+ `, [table.chunk_read, chunk_folded_workgroup_index, chunk_ray_query_blas_nearest]) });
48
+
49
+ const bounds_resources = new ShaderResourceSetDescriptor();
50
+ bounds_resources.createGroup().addUniform('batch', WATER_WAVE_BATCH_STRUCT)
51
+ .addStorageBuffer('scene_database', WebGPUArray.u32, true)
52
+ .addStorageBuffer('state', WebGPUArray.from(f32));
53
+
54
+ /** Bilinear reconstruction cannot leave the extrema of its samples. Include the rest surface. */
55
+ export const shader_water_wave_bounds = ComputeShader.from({ label: 'Water / displacement bounds', resources: bounds_resources,
56
+ body: CodeChunk.from(/* language=WGSL */ `
57
+ var<workgroup> lower: array<f32, 128>;
58
+ var<workgroup> upper: array<f32, 128>;
59
+ @compute @workgroup_size(128)
60
+ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
61
+ let row = folded_workgroup_index(group);
62
+ if (row >= batch.capacity) { return; }
63
+ let params = ${table.marshalling_method_read_rw}(&scene_database, row);
64
+ let occupied = params.node != 0u && params.node != ~0u;
65
+ let size = select(0u, batch.resolution * batch.resolution, occupied);
66
+ var lo = 0.0;
67
+ var hi = 0.0;
68
+ for (var cell = lane; cell < size; cell += 128u) {
69
+ let h = state[row * size + cell];
70
+ lo = min(lo, h); hi = max(hi, h);
71
+ }
72
+ lower[lane] = lo; upper[lane] = hi;
73
+ workgroupBarrier();
74
+ for (var stride = 64u; stride != 0u; stride /= 2u) {
75
+ if (lane < stride) {
76
+ lower[lane] = min(lower[lane], lower[lane + stride]);
77
+ upper[lane] = max(upper[lane], upper[lane + stride]);
78
+ }
79
+ workgroupBarrier();
80
+ }
81
+ if (lane == 0u && occupied) { ${table.marshalling_method_write_field('displacement_bounds')}(&scene_database, row, vec2f(lower[0], upper[0])); }
82
+ }
83
+ `, [table.chunk_read_rw, table.wgsl_gen_write_field_code('displacement_bounds'), chunk_folded_workgroup_index]) });
@@ -1 +1 @@
1
- {"version":3,"file":"water_height_texture_from_sampler.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/water_height_texture_from_sampler.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,uEAFa,YAAY,CA4BxB;6BAnD4B,4BAA4B"}
1
+ {"version":3,"file":"water_height_texture_from_sampler.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/water_height_texture_from_sampler.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,uEAFa,YAAY,CA8BxB;6BArD4B,4BAA4B"}
@@ -1,5 +1,4 @@
1
1
  import { assert } from "../../../core/assert.js";
2
- import { to_half_float_uint16 } from "../../../core/binary/to_half_float_uint16.js";
3
2
  import { BinaryDataType } from "../../../core/binary/type/BinaryDataType.js";
4
3
  import { ColorSpace } from "../texture/ColorSpace.js";
5
4
  import { ShadeTexture } from "../texture/ShadeTexture.js";
@@ -36,10 +35,12 @@ export function water_height_texture_from_sampler(sampler) {
36
35
 
37
36
  const count = sampler.width * sampler.height;
38
37
 
39
- const data = new Uint16Array(count);
38
+ const data = new Float16Array(count);
40
39
 
41
40
  for (let i = 0; i < count; i++) {
42
- data[i] = to_half_float_uint16(source[i]);
41
+ const value = source[i];
42
+ // Keep finite heights inside binary16's range without changing special values.
43
+ data[i] = Number.isFinite(value) ? Math.min(Math.max(value, -65504), 65504) : value;
43
44
  }
44
45
 
45
46
  const image = ShadeImage.fromArrayBuffer(
@@ -1,2 +0,0 @@
1
- export const WATER_SIZE: 800;
2
- //# sourceMappingURL=WATER_SIZE.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"WATER_SIZE.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/ecs/water/WATER_SIZE.js"],"names":[],"mappings":"AAAA,6BAA8B"}
@@ -1 +0,0 @@
1
- export const WATER_SIZE = 800;
@@ -1,22 +0,0 @@
1
- /**
2
- * Represents lights visible from perspective of a specific camera
3
- */
4
- export class GPUViewLightContext {
5
- /**
6
- *
7
- * @param {GPUDevice} device
8
- * @param {GPUSceneContext} scene
9
- * @param {GPUCameraContext} camera
10
- */
11
- constructor(device: GPUDevice, scene: GPUSceneContext, camera: GPUCameraContext);
12
- /**
13
- *
14
- * @returns {GPUViewShadowMaps}
15
- */
16
- get shadows(): GPUViewShadowMaps;
17
- destroy(): void;
18
- update(): void;
19
- #private;
20
- }
21
- import { GPUViewShadowMaps } from "../shadow/vsm/GPUViewShadowMaps.js";
22
- //# sourceMappingURL=GPUViewLightContext.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"GPUViewLightContext.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/light/GPUViewLightContext.js"],"names":[],"mappings":"AAEA;;GAEG;AACH;IA+BI;;;;;OAKG;IACH,iFAQC;IA3BD;;;OAGG;IACH,iCAEC;IAuBD,gBAGC;IAED,eAGC;;CACJ;kCA7DiC,oCAAoC"}
@@ -1,62 +0,0 @@
1
- import { GPUViewShadowMaps } from "../shadow/vsm/GPUViewShadowMaps.js";
2
-
3
- /**
4
- * Represents lights visible from perspective of a specific camera
5
- */
6
- export class GPUViewLightContext {
7
-
8
-
9
- /**
10
- * @type {GPUCameraContext}
11
- */
12
- #camera
13
-
14
- /**
15
- * @type {GPULightCollection}
16
- */
17
- #source
18
-
19
- /**
20
- *
21
- */
22
- #shadows;
23
-
24
- /**
25
- *
26
- * @returns {GPUViewShadowMaps}
27
- */
28
- get shadows() {
29
- return this.#shadows;
30
- }
31
-
32
- /**
33
- * @type {GPUDevice}
34
- */
35
- #device
36
-
37
- /**
38
- *
39
- * @param {GPUDevice} device
40
- * @param {GPUSceneContext} scene
41
- * @param {GPUCameraContext} camera
42
- */
43
- constructor(device, scene, camera) {
44
-
45
- this.#device = device;
46
- this.#source = scene.lights;
47
- this.#camera = camera;
48
-
49
- this.#shadows = new GPUViewShadowMaps(device,scene);
50
- this.#shadows.lights = scene.lights;
51
- }
52
-
53
- destroy() {
54
- this.#shadows.destroy();
55
-
56
- }
57
-
58
- update() {
59
-
60
- this.#shadows.update();
61
- }
62
- }
@@ -1,14 +0,0 @@
1
- /**
2
- * A directional light's shadow map: a row of the light database's `shadow_directional` table,
3
- * which the light's `shadow_id` names. Nothing but where its cascades are — a range over the
4
- * `shadow_cascade` table, one row per cascade, nearest first.
5
- *
6
- * The range does not own its rows: the shadow context claims a map's run when it builds the map and
7
- * gives it back when it evicts it, while the record itself sits in a slot that is reassigned
8
- * densely as maps come and go.
9
- *
10
- * @type {WebGPUStruct}
11
- */
12
- export const CSM_SHADOWMAP_STRUCT: WebGPUStruct;
13
- import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
14
- //# sourceMappingURL=CSM_SHADOWMAP_STRUCT.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"CSM_SHADOWMAP_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/map/csm/CSM_SHADOWMAP_STRUCT.js"],"names":[],"mappings":"AAGA;;;;;;;;;;GAUG;AACH,mCAFU,YAAY,CAOI;6BAlBG,sCAAsC"}
@@ -1,20 +0,0 @@
1
- import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
3
-
4
- /**
5
- * A directional light's shadow map: a row of the light database's `shadow_directional` table,
6
- * which the light's `shadow_id` names. Nothing but where its cascades are — a range over the
7
- * `shadow_cascade` table, one row per cascade, nearest first.
8
- *
9
- * The range does not own its rows: the shadow context claims a map's run when it builds the map and
10
- * gives it back when it evicts it, while the record itself sits in a slot that is reassigned
11
- * densely as maps come and go.
12
- *
13
- * @type {WebGPUStruct}
14
- */
15
- export const CSM_SHADOWMAP_STRUCT = WebGPUStruct.from({
16
- /** row of the map's nearest cascade in `shadow_cascade` */
17
- first_cascade: u32,
18
- /** how many cascades follow it, the nearest included */
19
- cascade_count: u32,
20
- }, "CSMShadowmap").pack();
@@ -1,27 +0,0 @@
1
- export class GPUViewShadowMaps {
2
- /**
3
- *
4
- * @param {GPUDevice} device
5
- * @param {GPUSceneContext} scene
6
- */
7
- constructor(device: GPUDevice, scene: GPUSceneContext);
8
- /**
9
- *
10
- * @type {Map<AbstractLight, VirtualShadowMap>}
11
- */
12
- mapping: Map<AbstractLight, VirtualShadowMap>;
13
- /**
14
- * @returns {VirtualShadowMap[]}
15
- */
16
- get maps(): VirtualShadowMap[];
17
- /**
18
- * @type {GPULightCollection}
19
- */
20
- lights: GPULightCollection;
21
- update(): void;
22
- finish_frame(): void;
23
- destroy(): void;
24
- #private;
25
- }
26
- import { VirtualShadowMap } from "./VirtualShadowMap.js";
27
- //# sourceMappingURL=GPUViewShadowMaps.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"GPUViewShadowMaps.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/GPUViewShadowMaps.js"],"names":[],"mappings":"AAaA;IAYI;;;;OAIG;IACH,uDAGC;IAED;;;OAGG;IACH,SAFU,mBAAmB,gBAAgB,CAAC,CAE1B;IAEpB;;OAEG;IACH,+BAEC;IAED;;OAEG;IACH,2BAAO;IAoDP,eA+BC;IAED,qBAEC;IAED,gBAKC;;CACJ;iCAhJgC,uBAAuB"}
@@ -1,147 +0,0 @@
1
- import { GPUCameraContext } from "../../camera/GPUCameraContext.js";
2
- import { OrthographicCamera } from "../../camera/OrthographicCamera.js";
3
- import { VirtualShadowMap } from "./VirtualShadowMap.js";
4
- import { t64_look_rotation } from "../../../../engine/ecs/transform/t64_look_rotation.js";
5
-
6
- // const DEFAULT_VIRTUAL_RESOLUTION = 1024;
7
- const DEFAULT_VIRTUAL_RESOLUTION = 16384;
8
- // const DEFAULT_VIRTUAL_RESOLUTION = 65536;
9
-
10
- const DEFAULT_PHYSICAL_RESOLUTION = 4096;
11
-
12
- const DEFAULT_TILE_RESOLUTION = 256;
13
-
14
- export class GPUViewShadowMaps {
15
-
16
- /**
17
- * @type {GPUSceneContext}
18
- */
19
- #scene;
20
-
21
- /**
22
- * @type {GPUDevice}
23
- */
24
- #device;
25
-
26
- /**
27
- *
28
- * @param {GPUDevice} device
29
- * @param {GPUSceneContext} scene
30
- */
31
- constructor(device, scene) {
32
- this.#device = device;
33
- this.#scene = scene;
34
- }
35
-
36
- /**
37
- *
38
- * @type {Map<AbstractLight, VirtualShadowMap>}
39
- */
40
- mapping = new Map();
41
-
42
- /**
43
- * @returns {VirtualShadowMap[]}
44
- */
45
- get maps() {
46
- return Array.from(this.mapping.values());
47
- }
48
-
49
- /**
50
- * @type {GPULightCollection}
51
- */
52
- lights;
53
-
54
- /**
55
- *
56
- * @param {DirectionalLight} light
57
- */
58
- #build_map_for_directional_light(light) {
59
- const vsm = new VirtualShadowMap();
60
- vsm.light = light;
61
-
62
- vsm.initialize({
63
- device: this.#device,
64
- physical_resolution: DEFAULT_PHYSICAL_RESOLUTION,
65
- virtual_resolution: DEFAULT_VIRTUAL_RESOLUTION,
66
- tile_resolution: DEFAULT_TILE_RESOLUTION
67
- });
68
-
69
- const shadow_camera = new OrthographicCamera();
70
-
71
- shadow_camera.near = 0.1;
72
- shadow_camera.far = 2000;
73
-
74
- shadow_camera.left = -100;
75
- shadow_camera.right = 100;
76
-
77
- shadow_camera.top = 100;
78
- shadow_camera.bottom = -100;
79
-
80
- try {
81
- const context = new GPUCameraContext(this.#device, shadow_camera);
82
- vsm.light_views.push(context);
83
- this.#update_map_for_directional_light(light, vsm);
84
- } catch (error) {
85
- vsm.destroy();
86
- throw error;
87
- }
88
-
89
- return vsm;
90
- }
91
-
92
- #update_map_for_directional_light(light, map) {
93
- const pose = light.transform;
94
- const forward = pose.forward;
95
- const up = pose.up;
96
- const position = pose.translation;
97
- const context = map.light_views[0];
98
- const transform = context.camera.transform;
99
- transform.setTranslation(position[0], position[1], position[2]);
100
- t64_look_rotation(transform, forward[0], forward[1], forward[2], up[0], up[1], up[2]);
101
- context.update();
102
- }
103
-
104
- update() {
105
-
106
- const lights = this.lights;
107
- const collection = lights.source;
108
- const light_count = collection.elements.length;
109
-
110
- for (const [light, map] of this.mapping) {
111
- if (!collection.has(light) || !light.casts_shadow || light.isDirectionalLight !== true) {
112
- map.destroy();
113
- this.mapping.delete(light);
114
- }
115
- }
116
-
117
- for (let i = 0; i < light_count; i++) {
118
- const light = collection.elements[i];
119
- const map = this.mapping.get(light);
120
-
121
- if (light.isDirectionalLight !== true || !light.casts_shadow) {
122
- continue;
123
- }
124
-
125
- if (map === undefined) {
126
- const vsm = this.#build_map_for_directional_light(light);
127
-
128
- this.mapping.set(light, vsm);
129
- } else {
130
- this.#update_map_for_directional_light(light, map);
131
- }
132
-
133
- }
134
-
135
- }
136
-
137
- finish_frame() {
138
-
139
- }
140
-
141
- destroy() {
142
- for (const map of this.mapping.values()) {
143
- map.destroy();
144
- }
145
- this.mapping.clear();
146
- }
147
- }
@@ -1,7 +0,0 @@
1
- /**
2
- *
3
- * @param {ShadeGPUCommandContext} encoder
4
- * @param {GraphicsContext} graphics
5
- */
6
- export function vsm_compute_residence(encoder: ShadeGPUCommandContext, graphics: GraphicsContext): void;
7
- //# sourceMappingURL=GPUVirtualShadowTextureResidence.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"GPUVirtualShadowTextureResidence.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.js"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,wGAIC"}
@@ -1,10 +0,0 @@
1
- /**
2
- *
3
- * @param {ShadeGPUCommandContext} encoder
4
- * @param {GraphicsContext} graphics
5
- */
6
- export function vsm_compute_residence(encoder, graphics) {
7
- // This unfinished entry point has no map, camera, depth or output inputs. Previously it
8
- // silently encoded an unrelated meshlet pipeline without bindings or a dispatch.
9
- throw new Error('vsm_compute_residence is incomplete; use the VSMTileUsagePassData and vsm_time_usage_data frame-graph pass');
10
- }
@@ -1,2 +0,0 @@
1
- export const VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION: 16;
2
- //# sourceMappingURL=VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.js"],"names":[],"mappings":"AAAA,yDAA0D"}
@@ -1 +0,0 @@
1
- export const VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION = 16;
@@ -1,3 +0,0 @@
1
- export const VSM_UNIFORMS_STRUCT: WebGPUStruct;
2
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
3
- //# sourceMappingURL=VSM_UNIFORMS_STRUCT.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"VSM_UNIFORMS_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.js"],"names":[],"mappings":"AAGA,+CAIkB;6BANW,mCAAmC"}
@@ -1,8 +0,0 @@
1
- import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
3
-
4
- export const VSM_UNIFORMS_STRUCT = WebGPUStruct.from({
5
- tile_resolution: u32,
6
- resolution_in_tiles: u32,
7
- physical_tile_count: u32
8
- },"ShadowConfig");
@@ -1,27 +0,0 @@
1
- /** @typedef {import("./GPUViewShadowMaps.js").GPUViewShadowMaps} GPUViewShadowMaps */
2
- export class VirtualShadowmapRenderer {
3
- /**
4
- *
5
- * @param {GraphicsContext} graphics
6
- */
7
- constructor(graphics: GraphicsContext);
8
- /**
9
- *
10
- * @param {ShadeGPUCommandContext} encoder
11
- * @param {RenderTarget} viz
12
- * @param {GPUViewContext} main_view
13
- * @param {VirtualShadowMap} map
14
- */
15
- execute(encoder: ShadeGPUCommandContext, viz: RenderTarget, main_view: GPUViewContext, map: VirtualShadowMap): void;
16
- /**
17
- *
18
- * @param {ShadeGPUCommandContext} encoder
19
- * @param {GPUViewContext} main_view
20
- * @param {RenderTarget} viz
21
- * @param {GPUViewShadowMaps} shadows the VSM collection for this view
22
- */
23
- render_for_view(encoder: ShadeGPUCommandContext, main_view: GPUViewContext, viz: RenderTarget, shadows: GPUViewShadowMaps): void;
24
- #private;
25
- }
26
- export type GPUViewShadowMaps = import("./GPUViewShadowMaps.js").GPUViewShadowMaps;
27
- //# sourceMappingURL=VirtualShadowmapRenderer.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"VirtualShadowmapRenderer.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.js"],"names":[],"mappings":"AAMA,sFAAsF;AAEtF;IAOI;;;OAGG;IACH,uCAIC;IAED;;;;;;OAMG;IACH,oHAgDC;IAED;;;;;;OAMG;IACH,wGAFW,iBAAiB,QAY3B;;CAEJ;gCA/Fa,OAAO,wBAAwB,EAAE,iBAAiB"}
@@ -1,102 +0,0 @@
1
- import { FrameGraph } from "../../../../engine/graphics/render/frame_graph/FrameGraph.js";
2
- import { BufferResourceDescriptor } from "../../../device/graph/BufferResourceDescriptor.js";
3
- import { vsm_coarse_bounds_pass, VSMCoarseBoundsPassData } from "./vms_pipeline_compute_coarse_bounds.js";
4
- import { vsm_time_usage_data, VSMTileUsagePassData } from "./vsm_residence_pipeline.js";
5
- import { vsm_allocate_tiles_pass, VSMTileAllocationPassData } from "./vsm_tile_allocation_pipeline.js";
6
-
7
- /** @typedef {import("./GPUViewShadowMaps.js").GPUViewShadowMaps} GPUViewShadowMaps */
8
-
9
- export class VirtualShadowmapRenderer {
10
- /**
11
- * @type {GraphicsContext}
12
- */
13
- #graphics;
14
-
15
-
16
- /**
17
- *
18
- * @param {GraphicsContext} graphics
19
- */
20
- constructor(graphics) {
21
-
22
- this.#graphics = graphics;
23
-
24
- }
25
-
26
- /**
27
- *
28
- * @param {ShadeGPUCommandContext} encoder
29
- * @param {RenderTarget} viz
30
- * @param {GPUViewContext} main_view
31
- * @param {VirtualShadowMap} map
32
- */
33
- execute(encoder, viz, main_view, map) {
34
-
35
- const graph = new FrameGraph("shadow render");
36
-
37
- const residence_buffer_size = map.total_tile_count * Uint32Array.BYTES_PER_ELEMENT;
38
-
39
- const res_lookup = graph.import_resource("lookup", BufferResourceDescriptor.fromBuffer(map.buffer_lookup), map.buffer_lookup);
40
-
41
- const tile_usage_data = new VSMTileUsagePassData();
42
- tile_usage_data.map = map;
43
- tile_usage_data.viz = viz;
44
- tile_usage_data.main_view = main_view;
45
-
46
- const tile_usage = graph.add("compute residence", tile_usage_data, vsm_time_usage_data);
47
-
48
- tile_usage_data.residence = tile_usage.create("residence", BufferResourceDescriptor.from(
49
- residence_buffer_size,
50
- GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST
51
- ));
52
-
53
- const coarse_bounds_data = new VSMCoarseBoundsPassData();
54
- coarse_bounds_data.map = map;
55
-
56
- const coarse_bounds = graph.add("compute coarse bounds", coarse_bounds_data, vsm_coarse_bounds_pass);
57
- coarse_bounds_data.bounds = coarse_bounds.create("bounds", BufferResourceDescriptor.from(
58
- Uint32Array.BYTES_PER_ELEMENT * 4,
59
- GPUBufferUsage.COPY_DST | GPUBufferUsage.STORAGE
60
- ));
61
- coarse_bounds_data.residence = coarse_bounds.read(tile_usage_data.residence);
62
-
63
-
64
- const allocation_data = new VSMTileAllocationPassData();
65
- allocation_data.map = map;
66
-
67
- const allocations = graph.add("allocate tiles", allocation_data, vsm_allocate_tiles_pass);
68
-
69
- allocation_data.allocation_count = allocations.create("allocation_count", BufferResourceDescriptor.from(
70
- Uint32Array.BYTES_PER_ELEMENT,
71
- GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC
72
- ));
73
- allocation_data.lookup = allocations.write(res_lookup);
74
- allocation_data.residence = allocations.read(tile_usage_data.residence);
75
-
76
- // build camera frustum per allocated tile
77
-
78
- // warn_limited(graph.exportToDot(), 1);
79
-
80
- encoder.encodeGraph(graph);
81
- }
82
-
83
- /**
84
- *
85
- * @param {ShadeGPUCommandContext} encoder
86
- * @param {GPUViewContext} main_view
87
- * @param {RenderTarget} viz
88
- * @param {GPUViewShadowMaps} shadows the VSM collection for this view
89
- */
90
- render_for_view(encoder, main_view, viz, shadows) {
91
-
92
- const maps = shadows.maps;
93
-
94
- for (let i = 0; i < maps.length; i++) {
95
- const map = maps[i];
96
-
97
- this.execute(encoder, viz, main_view, map);
98
-
99
- }
100
- }
101
-
102
- }
@@ -1,8 +0,0 @@
1
- /**
2
- *
3
- * @param {GPUBuffer} debug_buffer
4
- * @param {GPUDevice} device
5
- * @param {VirtualShadowMap} map
6
- */
7
- export function debug_inspect_coarse_bounds_buffer(debug_buffer: GPUBuffer, device: GPUDevice, map: VirtualShadowMap): void;
8
- //# sourceMappingURL=debug_inspect_coarse_bounds_buffer.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"debug_inspect_coarse_bounds_buffer.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.js"],"names":[],"mappings":"AAIA;;;;;GAKG;AACH,4HAuBC"}