@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
  237. package/src/shade/renderer/texture/virtual/VTPhysicalCache.d.ts.map +1 -1
  238. package/src/shade/renderer/texture/virtual/VTPhysicalCache.js +6 -210
  239. package/src/shade/renderer/texture/virtual/VTPhysicalSlots.d.ts +119 -0
  240. package/src/shade/renderer/texture/virtual/VTPhysicalSlots.d.ts.map +1 -0
  241. package/src/shade/renderer/texture/virtual/VTPhysicalSlots.js +245 -0
  242. package/src/shade/renderer/texture/virtual/build_chunk_vt_lookup.d.ts +1 -1
  243. package/src/shade/renderer/texture/virtual/build_chunk_vt_lookup.d.ts.map +1 -1
  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
  253. package/src/shade/renderer/water/medium/GPUWaterBodies.d.ts.map +1 -1
  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
  258. package/src/shade/renderer/water/medium/chunk_water_bodies.d.ts +3 -0
  259. package/src/shade/renderer/water/medium/chunk_water_bodies.d.ts.map +1 -0
  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
  270. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js +75 -74
  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
  275. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts.map +1 -1
  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
  280. package/src/shade/renderer/water/surface/chunk_water_tessellation.d.ts +9 -0
  281. package/src/shade/renderer/water/surface/chunk_water_tessellation.d.ts.map +1 -0
  282. package/src/shade/renderer/water/surface/chunk_water_tessellation.js +144 -0
  283. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts +3 -5
  284. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts.map +1 -1
  285. package/src/shade/renderer/water/surface/chunk_water_wave.js +40 -48
  286. package/src/shade/renderer/water/surface/graph_water_tessellation.d.ts +14 -0
  287. package/src/shade/renderer/water/surface/graph_water_tessellation.d.ts.map +1 -0
  288. package/src/shade/renderer/water/surface/graph_water_tessellation.js +34 -0
  289. package/src/shade/renderer/water/surface/shader_water_tiles.d.ts +4 -0
  290. package/src/shade/renderer/water/surface/shader_water_tiles.d.ts.map +1 -0
  291. package/src/shade/renderer/water/surface/shader_water_tiles.js +123 -0
  292. package/src/shade/renderer/water/surface/shader_water_wave_batch.d.ts +6 -0
  293. package/src/shade/renderer/water/surface/shader_water_wave_batch.d.ts.map +1 -0
  294. package/src/shade/renderer/water/surface/shader_water_wave_batch.js +85 -0
  295. package/src/shade/renderer/water/surface/shader_water_wave_domain.d.ts +6 -0
  296. package/src/shade/renderer/water/surface/shader_water_wave_domain.d.ts.map +1 -0
  297. package/src/shade/renderer/water/surface/shader_water_wave_domain.js +83 -0
  298. package/src/shade/renderer/water/water_height_texture_from_sampler.d.ts.map +1 -1
  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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  356. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts +0 -9
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  367. package/src/shade/renderer/water/surface/water_surface_grid_indices.js +0 -39
@@ -0,0 +1,389 @@
1
+ import Vector3 from "../../../core/geom/Vector3.js";
2
+ import { OrbitalCameraController } from "../../renderer/camera/OrbitalCameraController.js";
3
+ import { PerspectiveCamera } from "../../renderer/camera/PerspectiveCamera.js";
4
+ import { create_frame_loop } from "../../renderer/create_frame_loop.js";
5
+ import { Renderer } from "../../renderer/Renderer.js";
6
+ import { ShadeIndirectLightingMode } from "../../renderer/ShadeIndirectLightingMode.js";
7
+ import { FrameRateMeter } from "../frame_rate_meter.js";
8
+ import { install_profile_hotkey } from "../profile_hotkey.js";
9
+ import { draw_clipmap_panel } from "./clipmap_panel.js";
10
+ import { aim_sun, create_courtyard, create_crowd } from "./scenes.js";
11
+ import { VSMDebugOverlay, VSMDebugView } from "./VSMDebugOverlay.js";
12
+
13
+ const element = id => document.getElementById(id);
14
+
15
+ const RUNNING = 'Running. Drag to orbit, right-drag to pan, wheel to zoom. T records a GPU profile.';
16
+
17
+ /**
18
+ * Camera framings, as [from, to].
19
+ * @type {Object<string, number[][]>}
20
+ */
21
+ const PRESETS = {
22
+ near: [[-1.5, 1.7, 6.5], [0.5, 0.9, 1]],
23
+ overview: [[22, 18, 16], [0, 0, -6]],
24
+ avenue: [[0, 2.2, -24], [0, 2, -120]],
25
+ crowd: [[0, 30, 45], [0, 0, 0]],
26
+ };
27
+
28
+ /**
29
+ * @param {string} text
30
+ * @param {boolean} [error]
31
+ */
32
+ function report(text, error = false) {
33
+ const status = element('status');
34
+
35
+ status.textContent = text;
36
+ status.className = error ? 'fail' : '';
37
+ }
38
+
39
+ export async function start() {
40
+ const canvas = element('view');
41
+
42
+ const camera = new PerspectiveCamera();
43
+
44
+ camera.near = 0.1;
45
+ camera.far = 400;
46
+ camera.fov = 55 * Math.PI / 180;
47
+
48
+ const controller = new OrbitalCameraController(camera, canvas);
49
+
50
+ /**
51
+ * Where the camera goes, and the controller with it.
52
+ *
53
+ * @param {string} name
54
+ */
55
+ const frame_preset = name => {
56
+ const [from, to] = PRESETS[name];
57
+
58
+ controller.look(new Vector3(...from), new Vector3(...to));
59
+ };
60
+
61
+ frame_preset('near');
62
+
63
+ const renderer = new Renderer();
64
+
65
+ report('Acquiring GPU…');
66
+
67
+ await renderer.initialize({ context: canvas.getContext('webgpu'), pixelRatio: 1 });
68
+
69
+ renderer.indirect_lighting_mode = ShadeIndirectLightingMode.IBL;
70
+ renderer.feature_shadows_enabled = true;
71
+ renderer.feature_virtual_shadow_maps = true;
72
+ renderer.feature_automatic_exposure_enabled = false;
73
+ renderer.exposure_compensation = 0.5;
74
+ renderer.feature_taa_enabled = false;
75
+ renderer.feature_ssao_enabled = false;
76
+ renderer.feature_bloom_enabled = false;
77
+
78
+ const overlay = new VSMDebugOverlay(renderer.graphics);
79
+
80
+ renderer.add_extension(overlay);
81
+
82
+ report('Building the courtyard…');
83
+
84
+ /**
85
+ * The scenes built so far, by name; the crowd is built once and resized in place.
86
+ */
87
+ const worlds = { courtyard: await create_courtyard(renderer), crowd: null };
88
+
89
+ let world = worlds.courtyard;
90
+
91
+ let time = 0;
92
+ let azimuth = 0.6;
93
+ let stopped = false;
94
+
95
+ const meter = new FrameRateMeter();
96
+
97
+ /**
98
+ * The scene on screen, built if it has to be.
99
+ */
100
+ async function select_world() {
101
+ const name = element('scene').value;
102
+ const size = Number(element('crowd').value);
103
+
104
+ if (name === 'crowd') {
105
+ if (worlds.crowd === null) {
106
+ report(`Building a crowd of ${size}…`);
107
+
108
+ worlds.crowd = await create_crowd(renderer, size);
109
+ } else {
110
+ worlds.crowd.resize(size);
111
+ }
112
+
113
+ world = worlds.crowd;
114
+ } else {
115
+ world = worlds.courtyard;
116
+ }
117
+
118
+ aim_sun(world.sun, azimuth);
119
+ renderer.indicate_view_change();
120
+
121
+ report(RUNNING);
122
+ }
123
+
124
+ /**
125
+ * The shadow context of the scene on screen.
126
+ */
127
+ function shadow_context() {
128
+ return renderer.scenes.obtain(world.scene).lights.shadow_context;
129
+ }
130
+
131
+ /**
132
+ * The scene's virtual map, or null while the sun has cascades.
133
+ */
134
+ function virtual_map() {
135
+ const map = shadow_context().get_map(world.sun);
136
+
137
+ return map !== undefined && map.isVirtualShadowMap === true ? map : null;
138
+ }
139
+
140
+ function apply_settings() {
141
+ renderer.feature_virtual_shadow_maps = element('technique').value === 'vsm';
142
+ renderer.shadow_virtual_page_budget = element('pause').checked ? 0 : Number(element('budget').value);
143
+ renderer.shadow_virtual_lod_bias = Number(element('bias').value);
144
+ renderer.shadow_virtual_first_texel_size = Number(element('texel').value);
145
+ renderer.feature_taa_enabled = element('taa').checked;
146
+
147
+ overlay.mode = Number(element('debug').value);
148
+ overlay.inset = element('inset').checked;
149
+
150
+ element('budget-value').textContent = element('budget').value;
151
+ element('bias-value').textContent = Number(element('bias').value).toFixed(1);
152
+ element('crowd-value').textContent = element('crowd').value;
153
+ }
154
+
155
+ for (const id of ['technique', 'budget', 'bias', 'texel', 'debug', 'inset', 'pause', 'taa']) {
156
+ element(id).addEventListener('input', apply_settings);
157
+ }
158
+
159
+ element('scene').addEventListener('change', () => select_world().catch(error => report(String(error), true)));
160
+ element('crowd').addEventListener('change', () => select_world().catch(error => report(String(error), true)));
161
+ element('crowd').addEventListener('input', apply_settings);
162
+
163
+ for (const name of Object.keys(PRESETS)) {
164
+ element(`preset-${name}`).addEventListener('click', () => frame_preset(name));
165
+ }
166
+
167
+ element('nudge').addEventListener('click', () => {
168
+ azimuth += 0.02;
169
+ aim_sun(world.sun, azimuth);
170
+ });
171
+
172
+ apply_settings();
173
+
174
+ // a reload restores the controls; the scene they name is the one to show
175
+ await select_world();
176
+
177
+ const stats_element = element('stats');
178
+ const panel = element('clipmap');
179
+
180
+ let last_panel = 0;
181
+
182
+ function update_readouts(now) {
183
+ if (now - last_panel < 250) {
184
+ return;
185
+ }
186
+
187
+ last_panel = now;
188
+
189
+ const shadows = shadow_context();
190
+ const map = virtual_map();
191
+
192
+ const lines = [
193
+ `${meter.fps.toFixed(1)} fps, ${meter.mean_ms.toFixed(2)} ms mean, ${meter.hitches} hitches`,
194
+ ];
195
+
196
+ if (map === null) {
197
+ lines.push('cascaded shadow maps');
198
+ } else {
199
+ const s = map.manager.stats;
200
+ const slots = map.manager.slots;
201
+
202
+ lines.push(
203
+ `movers in scene: ${world.mover_count}`,
204
+ `pages: ${slots.used} / ${slots.capacity} resident`,
205
+ `this frame: ${s.renders} rendered, ${s.backlog} waiting`,
206
+ `reading: ${s.wants} wanted, ${s.uncovered} uncovered, ${s.requests_dropped} dropped`,
207
+ `movers: ${s.movers}${s.movers > 4096 ? ' (overflow: all stale)' : ''}`,
208
+ `stale marked ${s.stale_marked}, re-rendered ${s.re_rendered}`,
209
+ `installs ${s.installs}, evictions ${s.evictions}, scrolled ${s.scroll_evictions}, refused ${s.refused}`,
210
+ `invalidations ${s.invalidations}, readings ${s.readings_applied} (${s.readings_dropped} dropped), in flight ${map.readbacks_in_flight}`,
211
+ `depth range ${map.near.toFixed(0)} … ${map.far.toFixed(0)} m`,
212
+ );
213
+
214
+ if (element('panel-on').checked) {
215
+ const t = camera.transform;
216
+
217
+ draw_clipmap_panel(panel, map, [t.translation_x, t.translation_y, t.translation_z], Number(element('panel-level').value));
218
+ }
219
+ }
220
+
221
+ lines.push(`shadow views drawn: ${shadows.debug_render_count}`);
222
+
223
+ stats_element.textContent = lines.join('\n');
224
+ }
225
+
226
+ function resize() {
227
+ const width = window.innerWidth;
228
+ const height = window.innerHeight;
229
+
230
+ camera.aspect = width / height;
231
+ renderer.resize(width, height);
232
+ }
233
+
234
+ /**
235
+ * One frame: movers, sun, camera, render, readouts.
236
+ *
237
+ * @param {number} dt seconds, clamped
238
+ * @param {number} raf_dt seconds, real
239
+ */
240
+ function frame(dt, raf_dt) {
241
+ if (stopped) {
242
+ return;
243
+ }
244
+
245
+ meter.add(raf_dt);
246
+
247
+ if (element('animate').checked) {
248
+ time += dt;
249
+ }
250
+
251
+ if (element('sweep').checked) {
252
+ azimuth += dt * Number(element('sweep-speed').value);
253
+ aim_sun(world.sun, azimuth);
254
+ }
255
+
256
+ world.update(time);
257
+
258
+ resize();
259
+ controller.update();
260
+
261
+ // before the render, so the overlay draws this scene's map; a map the render rebuilds is
262
+ // destroyed, and the overlay skips it for that one frame
263
+ overlay.map = virtual_map();
264
+ overlay.shadows = shadow_context();
265
+
266
+ renderer.render(camera, world.scene, dt);
267
+
268
+ update_readouts(performance.now());
269
+ }
270
+
271
+ let stop_loop = create_frame_loop((dt, raf_dt) => {
272
+ try {
273
+ frame(Math.min(dt, 0.1), raf_dt);
274
+ } catch (error) {
275
+ stopped = true;
276
+ stop_loop?.();
277
+ report(String(error?.stack ?? error), true);
278
+ console.error(error);
279
+ }
280
+ });
281
+
282
+ window.addEventListener('pagehide', () => {
283
+ stopped = true;
284
+ stop_loop?.();
285
+ overlay.destroy();
286
+ renderer.destroy();
287
+ });
288
+
289
+ // back from the back/forward cache, the renderer is gone: start again
290
+ window.addEventListener('pageshow', event => {
291
+ if (event.persisted) {
292
+ location.reload();
293
+ }
294
+ });
295
+
296
+ install_profile_hotkey({
297
+ renderer,
298
+ name: 'vsm',
299
+ status: element('status'),
300
+ settings: () => [
301
+ `technique=${element('technique').value}`,
302
+ `budget=${element('budget').value}`,
303
+ `bias=${element('bias').value}`,
304
+ `texel=${element('texel').value}`,
305
+ `scene=${element('scene').value}`,
306
+ ],
307
+ });
308
+
309
+ /**
310
+ * Run `body` with the movers and the sun held still, so that what it reads back describes one
311
+ * state of the scene — the readbacks it waits on span frames. Page updates are put back as they
312
+ * were after, whatever `body` did with them.
313
+ *
314
+ * @template T
315
+ * @param {function(): Promise<T>} body
316
+ * @returns {Promise<T>}
317
+ */
318
+ async function paused(body) {
319
+ const animate = element('animate').checked;
320
+ const sweep = element('sweep').checked;
321
+ const pause = element('pause').checked;
322
+
323
+ element('animate').checked = false;
324
+ element('sweep').checked = false;
325
+
326
+ try {
327
+ return await body();
328
+ } finally {
329
+ element('animate').checked = animate;
330
+ element('sweep').checked = sweep;
331
+ element('pause').checked = pause;
332
+
333
+ apply_settings();
334
+ }
335
+ }
336
+
337
+ globalThis.vsm_lab = {
338
+ renderer,
339
+ camera,
340
+ controller,
341
+ overlay,
342
+ get world() {
343
+ return world;
344
+ },
345
+ map: virtual_map,
346
+ stats: () => ({ ...virtual_map()?.manager.stats }),
347
+ frame_preset,
348
+ /**
349
+ * Set controls by element id, as a person would: a scene or crowd change rebuilds what it
350
+ * would rebuild from the panel.
351
+ *
352
+ * @param {Object<string, *>} settings control id to value
353
+ * @returns {Promise<void>} once a scene change is in place
354
+ */
355
+ async configure(settings) {
356
+ for (const [id, value] of Object.entries(settings)) {
357
+ const control = element(id);
358
+
359
+ if (control.type === 'checkbox') {
360
+ control.checked = Boolean(value);
361
+ } else {
362
+ control.value = String(value);
363
+ }
364
+ }
365
+
366
+ apply_settings();
367
+
368
+ if ('scene' in settings || 'crowd' in settings) {
369
+ await select_world();
370
+ }
371
+ },
372
+ };
373
+
374
+ globalThis.verify = () => paused(async () => {
375
+ const { verify_vsm } = await import('./verify_vsm.js');
376
+
377
+ return verify_vsm({
378
+ renderer,
379
+ map: virtual_map(),
380
+ scene: world.scene,
381
+ hold_pages: hold => {
382
+ element('pause').checked = hold;
383
+ apply_settings();
384
+ },
385
+ });
386
+ });
387
+
388
+ report(RUNNING);
389
+ }
@@ -0,0 +1,52 @@
1
+ /**
2
+ * Turn a sun to shine down at a fixed elevation, from an azimuth about the vertical.
3
+ *
4
+ * @param {import("../../renderer/light/model/DirectionalLight.js").DirectionalLight} sun
5
+ * @param {number} azimuth radians
6
+ */
7
+ export function aim_sun(sun: import("../../renderer/light/model/DirectionalLight.js").DirectionalLight, azimuth: number): void;
8
+ /**
9
+ * The courtyard: static structure at every scale a clipmap level covers, and casters that move in
10
+ * every way the mover pass has to see.
11
+ *
12
+ * - a fence of 5 cm slats by the camera for the finest levels, pillars and walls a few metres out,
13
+ * an overhang on posts, thin poles twenty metres off, and an avenue of pillars reaching two
14
+ * hundred metres down the coarser levels;
15
+ * - movers: boxes orbiting (a translation), a column bobbing (a translation along the light more or
16
+ * less), a bar turning about its centre (a rotation that keeps its centre still), and a block that
17
+ * blinks in and out of the scene every few seconds (a row appearing and leaving).
18
+ *
19
+ * @param {Renderer} renderer
20
+ */
21
+ export function create_courtyard(renderer: Renderer): Promise<{
22
+ scene: Scene;
23
+ sun: import("../../renderer/light/model/DirectionalLight.js").DirectionalLight;
24
+ mover_count: number;
25
+ /**
26
+ * Put every mover where it is at time `t`.
27
+ *
28
+ * @param {number} t seconds
29
+ */
30
+ update(t: number): void;
31
+ }>;
32
+ /**
33
+ * The crowd: a field of small boxes wandering, as many as asked for — past the mover list's capacity
34
+ * if that is the point — to load the stale pass and the page budget. {@link resize} adds walkers to
35
+ * the same scene or takes them away, which the mover pass sees as rows appearing and leaving.
36
+ *
37
+ * @param {Renderer} renderer
38
+ * @param {number} count
39
+ */
40
+ export function create_crowd(renderer: Renderer, count: number): Promise<{
41
+ scene: Scene;
42
+ sun: import("../../renderer/light/model/DirectionalLight.js").DirectionalLight;
43
+ resize: (target: number) => void;
44
+ readonly mover_count: number;
45
+ /**
46
+ * @param {number} t seconds
47
+ */
48
+ update(t: number): void;
49
+ }>;
50
+ export type Renderer = import("../../renderer/Renderer.js").Renderer;
51
+ import { Scene } from "../../renderer/scene/Scene.js";
52
+ //# sourceMappingURL=scenes.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"scenes.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/vsm/scenes.js"],"names":[],"mappings":"AAwBA;;;;;GAKG;AACH,6BAHW,OAAO,gDAAgD,EAAE,gBAAgB,WACzE,MAAM,QAWhB;AA8DD;;;;;;;;;;;;GAYG;AACH,2CAFW,QAAQ;;;;IAkFX;;;;OAIG;cADQ,MAAM;GA6BxB;AAED;;;;;;;GAOG;AACH,uCAHW,QAAQ,SACR,MAAM;;;qBAwCF,MAAM;;IAgCb;;OAEG;cADQ,MAAM;GAYxB;uBAhTY,OAAO,4BAA4B,EAAE,QAAQ;sBAJpC,+BAA+B"}