@woosh/meep-engine 3.39.0 → 3.41.0

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 (561) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/package.json +1 -1
  3. package/src/core/geom/3d/quaternion/swing_twist_clamp.d.ts +24 -0
  4. package/src/core/geom/3d/quaternion/swing_twist_clamp.d.ts.map +1 -0
  5. package/src/core/geom/3d/quaternion/swing_twist_clamp.js +62 -0
  6. package/src/core/geom/3d/quaternion/swing_twist_compose.d.ts +15 -0
  7. package/src/core/geom/3d/quaternion/swing_twist_compose.d.ts.map +1 -0
  8. package/src/core/geom/3d/quaternion/swing_twist_compose.js +36 -0
  9. package/src/core/geom/3d/quaternion/swing_twist_error.d.ts +39 -0
  10. package/src/core/geom/3d/quaternion/swing_twist_error.d.ts.map +1 -0
  11. package/src/core/geom/3d/quaternion/swing_twist_error.js +85 -0
  12. package/src/core/geom/vec3/v3_rigid_align_paired_unit_vectors.d.ts +11 -6
  13. package/src/core/geom/vec3/v3_rigid_align_paired_unit_vectors.d.ts.map +1 -1
  14. package/src/core/geom/vec3/v3_rigid_align_paired_unit_vectors.js +27 -13
  15. package/src/core/math/linalg/eigen/matrix_symmetric_4x4_eigen.d.ts +25 -0
  16. package/src/core/math/linalg/eigen/matrix_symmetric_4x4_eigen.d.ts.map +1 -0
  17. package/src/core/math/linalg/eigen/matrix_symmetric_4x4_eigen.js +166 -0
  18. package/src/core/math/linalg/eigen/matrix_top_eigenvector_power_iteration.d.ts +5 -3
  19. package/src/core/math/linalg/eigen/matrix_top_eigenvector_power_iteration.d.ts.map +1 -1
  20. package/src/core/math/linalg/eigen/matrix_top_eigenvector_power_iteration.js +5 -3
  21. package/src/engine/EngineHarness.d.ts.map +1 -1
  22. package/src/engine/EngineHarness.js +17 -4
  23. package/src/engine/animation/curve/AnimationCurve.d.ts +3 -0
  24. package/src/engine/animation/curve/AnimationCurve.d.ts.map +1 -1
  25. package/src/engine/animation/curve/AnimationCurve.js +6 -1
  26. package/src/engine/asset/loaders/image/avif/threaded_image_encoder.js +1 -1
  27. package/src/engine/ecs/EntityManager.d.ts +9 -1
  28. package/src/engine/ecs/EntityManager.d.ts.map +1 -1
  29. package/src/engine/ecs/EntityManager.js +26 -27
  30. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts +20 -0
  31. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts.map +1 -1
  32. package/src/engine/ecs/gpu/GPUStateAuthority.js +21 -0
  33. package/src/engine/ecs/gpu/GPU_AUTHORITY_EVENT_HOLD_CHANGE.d.ts +13 -0
  34. package/src/engine/ecs/gpu/GPU_AUTHORITY_EVENT_HOLD_CHANGE.d.ts.map +1 -0
  35. package/src/engine/ecs/gpu/GPU_AUTHORITY_EVENT_HOLD_CHANGE.js +12 -0
  36. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts +6 -0
  37. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts.map +1 -1
  38. package/src/engine/ecs/gpu/gpu_authority_grant.js +7 -1
  39. package/src/engine/ecs/gpu/gpu_authority_held.d.ts +14 -0
  40. package/src/engine/ecs/gpu/gpu_authority_held.d.ts.map +1 -0
  41. package/src/engine/ecs/gpu/gpu_authority_held.js +23 -0
  42. package/src/engine/ecs/gpu/gpu_authority_hold.d.ts +23 -0
  43. package/src/engine/ecs/gpu/gpu_authority_hold.d.ts.map +1 -0
  44. package/src/engine/ecs/gpu/gpu_authority_hold.js +41 -0
  45. package/src/engine/ecs/gpu/gpu_authority_unhold.d.ts +14 -0
  46. package/src/engine/ecs/gpu/gpu_authority_unhold.d.ts.map +1 -0
  47. package/src/engine/ecs/gpu/gpu_authority_unhold.js +32 -0
  48. package/src/engine/ecs/ik/IKGoal.d.ts +59 -0
  49. package/src/engine/ecs/ik/IKGoal.d.ts.map +1 -0
  50. package/src/engine/ecs/ik/IKGoal.js +83 -0
  51. package/src/engine/ecs/ik/IKGoalSystem.d.ts +75 -0
  52. package/src/engine/ecs/ik/IKGoalSystem.d.ts.map +1 -0
  53. package/src/engine/ecs/ik/IKGoalSystem.js +1456 -0
  54. package/src/engine/ecs/ik/PLAN.md +179 -0
  55. package/src/engine/ecs/speaker/VoiceSystem.d.ts +2 -2
  56. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  57. package/src/engine/ecs/storage/BinaryBufferSerializer.d.ts.map +1 -1
  58. package/src/engine/ecs/storage/BinaryBufferSerializer.js +4 -5
  59. package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +7 -3
  60. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  61. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +5 -2
  62. package/src/engine/ecs/system/orderSystemsByDeclaredAccess.d.ts +33 -0
  63. package/src/engine/ecs/system/orderSystemsByDeclaredAccess.d.ts.map +1 -0
  64. package/src/engine/ecs/system/orderSystemsByDeclaredAccess.js +282 -0
  65. package/src/engine/ecs/transform/T64WorldCache.js +139 -139
  66. package/src/engine/ecs/transform/t64_evaluate_local.d.ts +25 -0
  67. package/src/engine/ecs/transform/t64_evaluate_local.d.ts.map +1 -0
  68. package/src/engine/ecs/transform/t64_evaluate_local.js +35 -0
  69. package/src/engine/ecs/transform/t64_evaluate_world.d.ts +5 -3
  70. package/src/engine/ecs/transform/t64_evaluate_world.d.ts.map +1 -1
  71. package/src/engine/ecs/transform/t64_evaluate_world.js +128 -126
  72. package/src/engine/graphics/ecs/water/Water.d.ts +14 -17
  73. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  74. package/src/engine/graphics/ecs/water/Water.js +100 -110
  75. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  76. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +36 -38
  77. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts +6 -0
  78. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts.map +1 -0
  79. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.js +10 -0
  80. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +3 -3
  81. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -46
  82. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.d.ts.map +1 -1
  83. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.js +8 -5
  84. package/src/engine/graphics3/AnimationGraphSystem.d.ts +2 -0
  85. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -1
  86. package/src/engine/graphics3/AnimationGraphSystem.js +337 -329
  87. package/src/engine/graphics3/AnimationSystem.d.ts +2 -0
  88. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -1
  89. package/src/engine/graphics3/AnimationSystem.js +360 -352
  90. package/src/engine/graphics3/WaterSystem.d.ts +21 -74
  91. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  92. package/src/engine/graphics3/WaterSystem.js +174 -367
  93. package/src/engine/physics/cloth/MEASUREMENTS.md +130 -0
  94. package/src/engine/physics/cloth/PLAN.md +16 -1
  95. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts +5 -6
  96. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts.map +1 -1
  97. package/src/engine/physics/cloth/ecs/ClothColliderSystem.js +5 -6
  98. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +4 -7
  99. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  100. package/src/engine/physics/cloth/ecs/ClothInstance.js +4 -7
  101. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +4 -3
  102. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  103. package/src/engine/physics/cloth/ecs/ClothSystem.js +4 -3
  104. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  105. package/src/engine/physics/cloth/ecs/ClothWorld.js +10 -0
  106. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts +24 -24
  107. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts.map +1 -1
  108. package/src/engine/physics/cloth/ecs/cloth_seed_rig.js +46 -43
  109. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts +1 -1
  110. package/src/engine/physics/cloth/ecs/cloth_write_back.js +1 -1
  111. package/src/engine/physics/constraint/solve_constraints.d.ts +0 -35
  112. package/src/engine/physics/constraint/solve_constraints.d.ts.map +1 -1
  113. package/src/engine/physics/constraint/solve_constraints.js +1 -83
  114. package/src/engine/physics/ecs/ContactProbe.d.ts +73 -0
  115. package/src/engine/physics/ecs/ContactProbe.d.ts.map +1 -0
  116. package/src/engine/physics/ecs/ContactProbe.js +103 -0
  117. package/src/engine/physics/ecs/ContactProbeSystem.d.ts +44 -0
  118. package/src/engine/physics/ecs/ContactProbeSystem.d.ts.map +1 -0
  119. package/src/engine/physics/ecs/ContactProbeSystem.js +397 -0
  120. package/src/engine/physics/fluid/ecs/FluidComponent.d.ts +1 -1
  121. package/src/engine/physics/fluid/ecs/FluidComponent.js +1 -1
  122. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  123. package/src/engine/physics/inverse_kinematics/frame_fabrik/FrameFabrikProblem.d.ts +205 -0
  124. package/src/engine/physics/inverse_kinematics/frame_fabrik/FrameFabrikProblem.d.ts.map +1 -0
  125. package/src/engine/physics/inverse_kinematics/frame_fabrik/FrameFabrikProblem.js +245 -0
  126. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_limit_from_joint.d.ts +21 -0
  127. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_limit_from_joint.d.ts.map +1 -0
  128. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_limit_from_joint.js +63 -0
  129. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_solve.d.ts +33 -0
  130. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_solve.d.ts.map +1 -0
  131. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_solve.js +874 -0
  132. package/src/engine/physics/inverse_kinematics/joint_hinge_mid_axis.d.ts +27 -0
  133. package/src/engine/physics/inverse_kinematics/joint_hinge_mid_axis.d.ts.map +1 -0
  134. package/src/engine/physics/inverse_kinematics/joint_hinge_mid_axis.js +77 -0
  135. package/src/engine/physics/inverse_kinematics/two_bone_path_solve.d.ts +36 -0
  136. package/src/engine/physics/inverse_kinematics/two_bone_path_solve.d.ts.map +1 -0
  137. package/src/engine/physics/inverse_kinematics/two_bone_path_solve.js +97 -0
  138. package/src/engine/physics/inverse_kinematics/two_joint_ik.d.ts +33 -11
  139. package/src/engine/physics/inverse_kinematics/two_joint_ik.d.ts.map +1 -1
  140. package/src/engine/physics/inverse_kinematics/two_joint_ik.js +158 -67
  141. package/src/format/image/avif/api/convert_to_rgba.d.ts +2 -2
  142. package/src/format/image/avif/api/convert_to_rgba.d.ts.map +1 -1
  143. package/src/format/image/avif/api/convert_to_rgba.js +10 -9
  144. package/src/format/image/avif/api/decode_avif.d.ts +2 -2
  145. package/src/format/image/avif/api/decode_avif.d.ts.map +1 -1
  146. package/src/format/image/avif/api/decode_avif.js +1 -1
  147. package/src/shade/playground/ssr_reprojection/README.md +111 -103
  148. package/src/shade/playground/ssr_reprojection/SpatialFilterProbe.js +68 -68
  149. package/src/shade/playground/ssr_reprojection/index.html +80 -79
  150. package/src/shade/playground/ssr_reprojection/main.js +256 -247
  151. package/src/shade/playground/ssr_variance/capture.js +96 -96
  152. package/src/shade/playground/ssr_variance/reference.js +78 -78
  153. package/src/shade/playground/vsm/README.md +96 -0
  154. package/src/shade/playground/vsm/VSMDebugOverlay.d.ts +49 -0
  155. package/src/shade/playground/vsm/VSMDebugOverlay.d.ts.map +1 -0
  156. package/src/shade/playground/vsm/VSMDebugOverlay.js +351 -0
  157. package/src/shade/playground/vsm/clipmap_panel.d.ts +8 -0
  158. package/src/shade/playground/vsm/clipmap_panel.d.ts.map +1 -0
  159. package/src/shade/playground/vsm/clipmap_panel.js +138 -0
  160. package/src/shade/playground/vsm/index.html +170 -0
  161. package/src/shade/playground/vsm/main.d.ts +2 -0
  162. package/src/shade/playground/vsm/main.d.ts.map +1 -0
  163. package/src/shade/playground/vsm/main.js +389 -0
  164. package/src/shade/playground/vsm/scenes.d.ts +52 -0
  165. package/src/shade/playground/vsm/scenes.d.ts.map +1 -0
  166. package/src/shade/playground/vsm/scenes.js +320 -0
  167. package/src/shade/playground/vsm/verify_vsm.d.ts +38 -0
  168. package/src/shade/playground/vsm/verify_vsm.d.ts.map +1 -0
  169. package/src/shade/playground/vsm/verify_vsm.js +305 -0
  170. package/src/shade/playground/water_refraction/README.md +57 -9
  171. package/src/shade/playground/water_refraction/main.js +12 -3
  172. package/src/shade/playground/water_refraction/world.d.ts +1 -0
  173. package/src/shade/playground/water_refraction/world.d.ts.map +1 -1
  174. package/src/shade/playground/water_refraction/world.js +15 -5
  175. package/src/shade/renderer/Renderer.d.ts +19 -0
  176. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  177. package/src/shade/renderer/Renderer.js +72 -1
  178. package/src/shade/renderer/animation/ANIMATION_TRACK_BINDING_STRUCT.d.ts.map +1 -1
  179. package/src/shade/renderer/animation/ANIMATION_TRACK_BINDING_STRUCT.js +10 -1
  180. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +18 -4
  181. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  182. package/src/shade/renderer/animation/GPUAnimationManager.js +269 -23
  183. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.d.ts +12 -4
  184. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.d.ts.map +1 -1
  185. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.js +12 -4
  186. package/src/shade/renderer/animation/chunk_pose_accumulator.d.ts.map +1 -1
  187. package/src/shade/renderer/animation/chunk_pose_accumulator.js +14 -1
  188. package/src/shade/renderer/animation/pose/PoseChannelIndex.d.ts +78 -0
  189. package/src/shade/renderer/animation/pose/PoseChannelIndex.d.ts.map +1 -0
  190. package/src/shade/renderer/animation/pose/PoseChannelIndex.js +274 -0
  191. package/src/shade/renderer/animation/pose/PosePlayback.d.ts +40 -3
  192. package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
  193. package/src/shade/renderer/animation/pose/PosePlayback.js +77 -3
  194. package/src/shade/renderer/animation/pose/pose_evaluate_local.d.ts +21 -3
  195. package/src/shade/renderer/animation/pose/pose_evaluate_local.d.ts.map +1 -1
  196. package/src/shade/renderer/animation/pose/pose_evaluate_local.js +79 -11
  197. package/src/shade/renderer/animation/shader_animation_apply.js +1 -1
  198. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts +3 -2
  199. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
  200. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +187 -176
  201. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts +7 -0
  202. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  203. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +11 -0
  204. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.d.ts +3 -1
  205. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.d.ts.map +1 -1
  206. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.js +10 -1
  207. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_read_code.d.ts.map +1 -1
  208. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_read_code.js +28 -0
  209. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_write_code.d.ts.map +1 -1
  210. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_write_code.js +31 -1
  211. package/src/shade/renderer/geometry/MeshletGeometry.d.ts +3 -0
  212. package/src/shade/renderer/geometry/MeshletGeometry.d.ts.map +1 -1
  213. package/src/shade/renderer/geometry/MeshletGeometry.js +1 -0
  214. package/src/shade/renderer/light/LIGHT_DATABASE_SPEC.d.ts.map +1 -1
  215. package/src/shade/renderer/light/LIGHT_DATABASE_SPEC.js +62 -4
  216. package/src/shade/renderer/light/environment/rgbe/parse_rgbe.d.ts +1 -1
  217. package/src/shade/renderer/light/environment/rgbe/parse_rgbe.js +2 -2
  218. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.d.ts +2 -2
  219. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.d.ts.map +1 -1
  220. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.js +6 -14
  221. package/src/shade/renderer/light/environment/sh_exponential/chunk_sh_exp_workgroup_sum.d.ts.map +1 -1
  222. package/src/shade/renderer/light/environment/sh_exponential/chunk_sh_exp_workgroup_sum.js +5 -1
  223. package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
  224. package/src/shade/renderer/medium/ParticipatingMedium.d.ts +3 -0
  225. package/src/shade/renderer/medium/ParticipatingMedium.d.ts.map +1 -1
  226. package/src/shade/renderer/medium/ParticipatingMedium.js +7 -0
  227. package/src/shade/renderer/object_property/chunk_write_object_property.d.ts +3 -1
  228. package/src/shade/renderer/object_property/chunk_write_object_property.d.ts.map +1 -1
  229. package/src/shade/renderer/object_property/chunk_write_object_property.js +5 -2
  230. package/src/shade/renderer/object_property/chunk_write_object_property_node3d.d.ts +4 -0
  231. package/src/shade/renderer/object_property/chunk_write_object_property_node3d.d.ts.map +1 -1
  232. package/src/shade/renderer/object_property/chunk_write_object_property_node3d.js +6 -1
  233. package/src/shade/renderer/postprocess/eye/shader_autoexposure_build_histogram.d.ts.map +1 -1
  234. package/src/shade/renderer/postprocess/eye/shader_autoexposure_build_histogram.js +5 -35
  235. package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
  236. package/src/shade/renderer/postprocess/ssr/SSR.d.ts +12 -4
  237. package/src/shade/renderer/postprocess/ssr/SSR.d.ts.map +1 -1
  238. package/src/shade/renderer/postprocess/ssr/SSR.js +36 -8
  239. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.d.ts +3 -0
  240. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.d.ts.map +1 -0
  241. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.js +2 -0
  242. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.d.ts +8 -0
  243. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.d.ts.map +1 -0
  244. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.js +40 -0
  245. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_temporal_accumulate.d.ts.map +1 -1
  246. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_temporal_accumulate.js +150 -137
  247. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.d.ts +3 -0
  248. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.d.ts.map +1 -0
  249. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.js +44 -0
  250. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_dilate.d.ts +5 -0
  251. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_dilate.d.ts.map +1 -0
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  484. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +0 -120
  485. package/src/engine/ecs/ik/ik_bone_chain.d.ts +0 -64
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  490. package/src/engine/ecs/ik/ik_probe_terrain_contact.js +0 -123
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  493. package/src/engine/ecs/ik/ik_write_local_rotation.js +0 -32
  494. package/src/engine/graphics/ecs/water/WATER_SIZE.d.ts +0 -2
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  496. package/src/engine/graphics/ecs/water/WATER_SIZE.js +0 -1
  497. package/src/shade/renderer/light/GPUViewLightContext.d.ts +0 -22
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  500. package/src/shade/renderer/shadow/map/csm/CSM_SHADOWMAP_STRUCT.d.ts +0 -14
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  502. package/src/shade/renderer/shadow/map/csm/CSM_SHADOWMAP_STRUCT.js +0 -20
  503. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.d.ts +0 -27
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  514. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.js +0 -8
  515. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.d.ts +0 -27
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  526. package/src/shade/renderer/shadow/vsm/decode_tile_address.js +0 -26
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  540. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts +0 -23
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  542. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts +0 -18
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  544. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts +0 -12
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  546. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.js +0 -27
  547. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts +0 -14
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  550. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts +0 -9
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@@ -0,0 +1,14 @@
1
+ /**
2
+ * How many levels above an uncovered page the one page that covers it is taken from.
3
+ *
4
+ * A page is uncovered when it is missing and nothing coarser is resident to stand in for it, so the
5
+ * pixels asking for it are unshadowed until it arrives. Rendering its ancestor this many levels up
6
+ * first gives them a shadow straight away — one page covers `4^step` pages of the level asked for —
7
+ * and the page itself follows under the budget. At 3, a cover is eight times coarser than what was
8
+ * asked for, and one cover answers a 64-page patch: after a light change, when everything is
9
+ * uncovered, a 1080p view is covered by a handful of pages in its first frame.
10
+ *
11
+ * @type {number}
12
+ */
13
+ export const VSM_COVER_LEVEL_STEP: number;
14
+ //# sourceMappingURL=VSM_COVER_LEVEL_STEP.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"VSM_COVER_LEVEL_STEP.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VSM_COVER_LEVEL_STEP.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AACH,mCAFU,MAAM,CAEsB"}
@@ -0,0 +1,13 @@
1
+ /**
2
+ * How many levels above an uncovered page the one page that covers it is taken from.
3
+ *
4
+ * A page is uncovered when it is missing and nothing coarser is resident to stand in for it, so the
5
+ * pixels asking for it are unshadowed until it arrives. Rendering its ancestor this many levels up
6
+ * first gives them a shadow straight away — one page covers `4^step` pages of the level asked for —
7
+ * and the page itself follows under the budget. At 3, a cover is eight times coarser than what was
8
+ * asked for, and one cover answers a 64-page patch: after a light change, when everything is
9
+ * uncovered, a 1080p view is covered by a handful of pages in its first frame.
10
+ *
11
+ * @type {number}
12
+ */
13
+ export const VSM_COVER_LEVEL_STEP = 3;
@@ -0,0 +1,63 @@
1
+ /**
2
+ * Words of a feedback buffer for a capacity and a pool.
3
+ *
4
+ * @param {number} request_capacity
5
+ * @param {number} slot_count
6
+ * @returns {number}
7
+ */
8
+ export function vsm_feedback_word_count(request_capacity: number, slot_count: number): number;
9
+ /**
10
+ * First word of the stale slot list.
11
+ *
12
+ * @param {number} request_capacity
13
+ * @returns {number}
14
+ */
15
+ export function vsm_feedback_stale_offset(request_capacity: number): number;
16
+ /**
17
+ * The words a virtual shadow map's feedback buffer holds, as the GPU writes them and the CPU reads
18
+ * them back. One buffer per map per frame, zeroed before the passes that fill it.
19
+ *
20
+ * ```
21
+ * [ header: HEADER_WORDS ]
22
+ * [ requests: request_capacity × REQUEST_WORDS ] level, world x, world y, importance, depth
23
+ * [ stale slots: slot_count words ]
24
+ * ```
25
+ *
26
+ * Counts in the header are the atomics the passes appended with, so a count past its capacity says
27
+ * how many were dropped.
28
+ */
29
+ export const VSM_FEEDBACK_LAYOUT: Readonly<{
30
+ /**
31
+ * Pages the demand pass asked for this frame, including any past the request capacity.
32
+ */
33
+ REQUEST_COUNT: 0;
34
+ /**
35
+ * Slots the stale pass found under a mover. Never past the slot count.
36
+ */
37
+ STALE_COUNT: 1;
38
+ /**
39
+ * Movers this frame, as the scene's mover pass counted them, including any past its capacity.
40
+ */
41
+ MOVER_COUNT: 2;
42
+ HEADER_WORDS: 4;
43
+ /**
44
+ * Per request: the level, the world page's x and y (i32 bits), the importance of the pixels that
45
+ * asked for it — the sum of their weights under the screen importance mask,
46
+ * {@link SCREEN_IMPORTANCE_STEPS} for a pixel of full importance — and the light depth of the first
47
+ * of them (f32 bits), a point on a receiver the page shadows.
48
+ */
49
+ REQUEST_WORDS: 5;
50
+ REQUEST_LEVEL: 0;
51
+ REQUEST_X: 1;
52
+ REQUEST_Y: 2;
53
+ REQUEST_IMPORTANCE: 3;
54
+ REQUEST_DEPTH: 4;
55
+ }>;
56
+ /**
57
+ * Requests a feedback buffer holds by default: distinct pages one frame can ask for before the rest
58
+ * are dropped and asked for again the next frame. A 1080p view asks for a few hundred.
59
+ *
60
+ * @type {number}
61
+ */
62
+ export const VSM_DEFAULT_REQUEST_CAPACITY: number;
63
+ //# sourceMappingURL=VSM_FEEDBACK_LAYOUT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"VSM_FEEDBACK_LAYOUT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VSM_FEEDBACK_LAYOUT.js"],"names":[],"mappings":"AAkDA;;;;;;GAMG;AACH,0DAJW,MAAM,cACN,MAAM,GACJ,MAAM,CAIlB;AAED;;;;;GAKG;AACH,4DAHW,MAAM,GACJ,MAAM,CAIlB;AArED;;;;;;;;;;;;GAYG;AACH;IACI;;OAEG;;IAEH;;OAEG;;IAEH;;OAEG;;;IAIH;;;;;OAKG;;;;;;;GAOJ;AAEH;;;;;GAKG;AACH,2CAFU,MAAM,CAEiC"}
@@ -0,0 +1,70 @@
1
+ /**
2
+ * The words a virtual shadow map's feedback buffer holds, as the GPU writes them and the CPU reads
3
+ * them back. One buffer per map per frame, zeroed before the passes that fill it.
4
+ *
5
+ * ```
6
+ * [ header: HEADER_WORDS ]
7
+ * [ requests: request_capacity × REQUEST_WORDS ] level, world x, world y, importance, depth
8
+ * [ stale slots: slot_count words ]
9
+ * ```
10
+ *
11
+ * Counts in the header are the atomics the passes appended with, so a count past its capacity says
12
+ * how many were dropped.
13
+ */
14
+ export const VSM_FEEDBACK_LAYOUT = Object.freeze({
15
+ /**
16
+ * Pages the demand pass asked for this frame, including any past the request capacity.
17
+ */
18
+ REQUEST_COUNT: 0,
19
+ /**
20
+ * Slots the stale pass found under a mover. Never past the slot count.
21
+ */
22
+ STALE_COUNT: 1,
23
+ /**
24
+ * Movers this frame, as the scene's mover pass counted them, including any past its capacity.
25
+ */
26
+ MOVER_COUNT: 2,
27
+ HEADER_WORDS: 4,
28
+
29
+ /**
30
+ * Per request: the level, the world page's x and y (i32 bits), the importance of the pixels that
31
+ * asked for it — the sum of their weights under the screen importance mask,
32
+ * {@link SCREEN_IMPORTANCE_STEPS} for a pixel of full importance — and the light depth of the first
33
+ * of them (f32 bits), a point on a receiver the page shadows.
34
+ */
35
+ REQUEST_WORDS: 5,
36
+ REQUEST_LEVEL: 0,
37
+ REQUEST_X: 1,
38
+ REQUEST_Y: 2,
39
+ REQUEST_IMPORTANCE: 3,
40
+ REQUEST_DEPTH: 4,
41
+ });
42
+
43
+ /**
44
+ * Requests a feedback buffer holds by default: distinct pages one frame can ask for before the rest
45
+ * are dropped and asked for again the next frame. A 1080p view asks for a few hundred.
46
+ *
47
+ * @type {number}
48
+ */
49
+ export const VSM_DEFAULT_REQUEST_CAPACITY = 2048;
50
+
51
+ /**
52
+ * Words of a feedback buffer for a capacity and a pool.
53
+ *
54
+ * @param {number} request_capacity
55
+ * @param {number} slot_count
56
+ * @returns {number}
57
+ */
58
+ export function vsm_feedback_word_count(request_capacity, slot_count) {
59
+ return VSM_FEEDBACK_LAYOUT.HEADER_WORDS + request_capacity * VSM_FEEDBACK_LAYOUT.REQUEST_WORDS + slot_count;
60
+ }
61
+
62
+ /**
63
+ * First word of the stale slot list.
64
+ *
65
+ * @param {number} request_capacity
66
+ * @returns {number}
67
+ */
68
+ export function vsm_feedback_stale_offset(request_capacity) {
69
+ return VSM_FEEDBACK_LAYOUT.HEADER_WORDS + request_capacity * VSM_FEEDBACK_LAYOUT.REQUEST_WORDS;
70
+ }
@@ -0,0 +1,11 @@
1
+ /**
2
+ * The most clipmap levels a virtual shadow map may have — the length of the per-level window origin
3
+ * array in its record, and so the bound on every per-level walk a shader makes over it.
4
+ *
5
+ * Sixteen levels at the default first texel of 1 cm reach a coarsest texel of 328 m; nothing a
6
+ * directional light shadows needs more.
7
+ *
8
+ * @type {number}
9
+ */
10
+ export const VSM_LEVEL_LIMIT: number;
11
+ //# sourceMappingURL=VSM_LEVEL_LIMIT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"VSM_LEVEL_LIMIT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VSM_LEVEL_LIMIT.js"],"names":[],"mappings":"AAAA;;;;;;;;GAQG;AACH,8BAFU,MAAM,CAEkB"}
@@ -0,0 +1,10 @@
1
+ /**
2
+ * The most clipmap levels a virtual shadow map may have — the length of the per-level window origin
3
+ * array in its record, and so the bound on every per-level walk a shader makes over it.
4
+ *
5
+ * Sixteen levels at the default first texel of 1 cm reach a coarsest texel of 328 m; nothing a
6
+ * directional light shadows needs more.
7
+ *
8
+ * @type {number}
9
+ */
10
+ export const VSM_LEVEL_LIMIT = 16;
@@ -0,0 +1,54 @@
1
+ /**
2
+ * Movers a frame lists at most: casters whose bounds or transform changed since the last frame, each
3
+ * with the world box it covers now and covered then. Past this many, every occupied page of every
4
+ * virtual shadow map is taken to be stale for the frame, and the overflow is counted.
5
+ *
6
+ * @type {number}
7
+ */
8
+ export const VSM_MOVER_CAPACITY: number;
9
+ /**
10
+ * The scene's mover list, written by the mover passes and read by every map's stale pass.
11
+ *
12
+ * `count` is the atomic the movers appended with, so a count past {@link VSM_MOVER_CAPACITY} says the
13
+ * list overflowed. `boxes` holds two vec4s per mover: the world box's min and max corners in `xyz`.
14
+ *
15
+ * @type {WebGPUStruct}
16
+ */
17
+ export const VSM_MOVERS_STRUCT: WebGPUStruct;
18
+ /**
19
+ * The same buffer as the stale pass reads it: the count as a plain word.
20
+ *
21
+ * @type {WebGPUStruct}
22
+ */
23
+ export const VSM_MOVERS_READ_STRUCT: WebGPUStruct;
24
+ /**
25
+ * Bytes of the mover list at {@link VSM_MOVER_CAPACITY}.
26
+ *
27
+ * @type {number}
28
+ */
29
+ export const VSM_MOVERS_BYTE_SIZE: number;
30
+ /**
31
+ * What a world box holds when it holds nothing: min past max on every axis, so that `min` and `max`
32
+ * against it return the other box unchanged. The largest finite f32, since WGSL will not fold an
33
+ * infinity.
34
+ *
35
+ * @type {number}
36
+ */
37
+ export const VSM_EMPTY_BOUND: number;
38
+ /**
39
+ * Words the mover pass remembers a `meshes` row by, from one frame to the next: the world box it saw
40
+ * the row with — six f32s, by their bits, empty for a row that held nothing — then the row's
41
+ * geometry and material, {@link GPU_DATABASE_NULL} for a row that held nothing.
42
+ *
43
+ * @type {number}
44
+ */
45
+ export const VSM_LAST_SEEN_WORDS: number;
46
+ /**
47
+ * Where a row's geometry and material sit among its {@link VSM_LAST_SEEN_WORDS}.
48
+ *
49
+ * @type {number}
50
+ */
51
+ export const VSM_LAST_SEEN_GEOMETRY: number;
52
+ export const VSM_LAST_SEEN_MATERIAL: 7;
53
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
54
+ //# sourceMappingURL=VSM_MOVER_LAYOUT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"VSM_MOVER_LAYOUT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VSM_MOVER_LAYOUT.js"],"names":[],"mappings":"AAKA;;;;;;GAMG;AACH,iCAFU,MAAM,CAEuB;AAEvC;;;;;;;GAOG;AACH,gCAFU,YAAY,CAQN;AAEhB;;;;GAIG;AACH,qCAFU,YAAY,CAQF;AAEpB;;;;GAIG;AACH,mCAFU,MAAM,CAEqD;AAErE;;;;;;GAMG;AACH,8BAFU,MAAM,CAE2B;AAE3C;;;;;;GAMG;AACH,kCAFU,MAAM,CAEqB;AAErC;;;;GAIG;AACH,qCAFU,MAAM,CAEwB;AACxC,uCAAwC;6BAvEX,mCAAmC"}
@@ -0,0 +1,75 @@
1
+ import { FLOAT32_MAX } from "../../../../core/binary/FLOAT32_MAX.js";
2
+ import { atomic_u32, u32, vec4f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
4
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
5
+
6
+ /**
7
+ * Movers a frame lists at most: casters whose bounds or transform changed since the last frame, each
8
+ * with the world box it covers now and covered then. Past this many, every occupied page of every
9
+ * virtual shadow map is taken to be stale for the frame, and the overflow is counted.
10
+ *
11
+ * @type {number}
12
+ */
13
+ export const VSM_MOVER_CAPACITY = 4096;
14
+
15
+ /**
16
+ * The scene's mover list, written by the mover passes and read by every map's stale pass.
17
+ *
18
+ * `count` is the atomic the movers appended with, so a count past {@link VSM_MOVER_CAPACITY} says the
19
+ * list overflowed. `boxes` holds two vec4s per mover: the world box's min and max corners in `xyz`.
20
+ *
21
+ * @type {WebGPUStruct}
22
+ */
23
+ export const VSM_MOVERS_STRUCT = WebGPUStruct.from({
24
+ count: atomic_u32,
25
+ pad_0: u32,
26
+ pad_1: u32,
27
+ pad_2: u32,
28
+ boxes: WebGPUArray.from(vec4f),
29
+ }, "VSMMovers");
30
+
31
+ /**
32
+ * The same buffer as the stale pass reads it: the count as a plain word.
33
+ *
34
+ * @type {WebGPUStruct}
35
+ */
36
+ export const VSM_MOVERS_READ_STRUCT = WebGPUStruct.from({
37
+ count: u32,
38
+ pad_0: u32,
39
+ pad_1: u32,
40
+ pad_2: u32,
41
+ boxes: WebGPUArray.from(vec4f),
42
+ }, "VSMMoversRead");
43
+
44
+ /**
45
+ * Bytes of the mover list at {@link VSM_MOVER_CAPACITY}.
46
+ *
47
+ * @type {number}
48
+ */
49
+ export const VSM_MOVERS_BYTE_SIZE = 16 + VSM_MOVER_CAPACITY * 2 * 16;
50
+
51
+ /**
52
+ * What a world box holds when it holds nothing: min past max on every axis, so that `min` and `max`
53
+ * against it return the other box unchanged. The largest finite f32, since WGSL will not fold an
54
+ * infinity.
55
+ *
56
+ * @type {number}
57
+ */
58
+ export const VSM_EMPTY_BOUND = FLOAT32_MAX;
59
+
60
+ /**
61
+ * Words the mover pass remembers a `meshes` row by, from one frame to the next: the world box it saw
62
+ * the row with — six f32s, by their bits, empty for a row that held nothing — then the row's
63
+ * geometry and material, {@link GPU_DATABASE_NULL} for a row that held nothing.
64
+ *
65
+ * @type {number}
66
+ */
67
+ export const VSM_LAST_SEEN_WORDS = 8;
68
+
69
+ /**
70
+ * Where a row's geometry and material sit among its {@link VSM_LAST_SEEN_WORDS}.
71
+ *
72
+ * @type {number}
73
+ */
74
+ export const VSM_LAST_SEEN_GEOMETRY = 6;
75
+ export const VSM_LAST_SEEN_MATERIAL = 7;
@@ -0,0 +1,23 @@
1
+ /**
2
+ * A virtual shadow map: a row of the light database's `shadow_virtual` table, which a directional
3
+ * light's `shadow_directional` record names through `virtual_map`. Everything a shader needs to find
4
+ * the page a world point is shadowed by, and everything the feedback passes need to say which pages
5
+ * were wanted and which went stale.
6
+ *
7
+ * **Light space** is the view space of an orthographic camera at the world origin turned as the
8
+ * light: `x` and `y` across the light, the light's depth along `-z` ({@link view}). The pages of
9
+ * level `k` are a grid on (x, y) anchored to the world, `page_size · first_texel_size · 2^k` world
10
+ * units on a side; world page `(wx, wy)` of that level covers `[wx, wx + 1) × [wy, wy + 1)` pages.
11
+ *
12
+ * **A level keeps a window** of `pages_per_level²` of its pages around the main camera, whose
13
+ * corner is the level's row of `shadow_virtual_level`; a page of the window sits in cell
14
+ * `(wx mod N, wy mod N)` of the level's run of `shadow_virtual_page` rows, so a window that
15
+ * scrolls keeps every page still inside it where it was.
16
+ *
17
+ * Written whole by the CPU every frame the map is drawn: the camera fields follow the main view.
18
+ *
19
+ * @type {WebGPUStruct}
20
+ */
21
+ export const VSM_RECORD_STRUCT: WebGPUStruct;
22
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
23
+ //# sourceMappingURL=VSM_RECORD_STRUCT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"VSM_RECORD_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VSM_RECORD_STRUCT.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;GAmBG;AACH,gCAFU,YAAY,CA+DC;6BAnFM,mCAAmC"}
@@ -0,0 +1,85 @@
1
+ import { f32, mat4x4f, u32, vec2u, vec3f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
3
+
4
+ /**
5
+ * A virtual shadow map: a row of the light database's `shadow_virtual` table, which a directional
6
+ * light's `shadow_directional` record names through `virtual_map`. Everything a shader needs to find
7
+ * the page a world point is shadowed by, and everything the feedback passes need to say which pages
8
+ * were wanted and which went stale.
9
+ *
10
+ * **Light space** is the view space of an orthographic camera at the world origin turned as the
11
+ * light: `x` and `y` across the light, the light's depth along `-z` ({@link view}). The pages of
12
+ * level `k` are a grid on (x, y) anchored to the world, `page_size · first_texel_size · 2^k` world
13
+ * units on a side; world page `(wx, wy)` of that level covers `[wx, wx + 1) × [wy, wy + 1)` pages.
14
+ *
15
+ * **A level keeps a window** of `pages_per_level²` of its pages around the main camera, whose
16
+ * corner is the level's row of `shadow_virtual_level`; a page of the window sits in cell
17
+ * `(wx mod N, wy mod N)` of the level's run of `shadow_virtual_page` rows, so a window that
18
+ * scrolls keeps every page still inside it where it was.
19
+ *
20
+ * Written whole by the CPU every frame the map is drawn: the camera fields follow the main view.
21
+ *
22
+ * @type {WebGPUStruct}
23
+ */
24
+ export const VSM_RECORD_STRUCT = WebGPUStruct.from({
25
+ /**
26
+ * World to light space: the view matrix of the light camera at the world origin. Rotation only.
27
+ */
28
+ view: mat4x4f,
29
+ /**
30
+ * The main camera's world position, which the level a point is shadowed at is measured from.
31
+ */
32
+ camera_position: vec3f,
33
+ /**
34
+ * The main view's angle per pixel, in radians: how wide a pixel is at unit distance.
35
+ */
36
+ pixel_angle: f32,
37
+ /**
38
+ * The light's depth range, as distances along the light from light space's origin — the near
39
+ * and far of every page's orthographic camera.
40
+ */
41
+ near: f32,
42
+ far: f32,
43
+ /**
44
+ * World size of a texel of level 0. Level `k`'s texel is `2^k` of these.
45
+ */
46
+ first_texel_size: f32,
47
+ /**
48
+ * Added to the level a point would select, before rounding down. Positive is coarser.
49
+ */
50
+ lod_bias: f32,
51
+ /**
52
+ * The map's run of `shadow_virtual_level` rows, one per clipmap level, finest first: each the
53
+ * corner of the level's window — the smallest world page coordinate it holds on each axis.
54
+ */
55
+ first_level: u32,
56
+ level_count: u32,
57
+ /**
58
+ * A window's side, in pages. A power of two.
59
+ */
60
+ pages_per_level: u32,
61
+ /**
62
+ * Texels on a side of a page, without its border.
63
+ */
64
+ page_size: u32,
65
+ /**
66
+ * Texels of border around a page in its slot, each side.
67
+ */
68
+ border: u32,
69
+ /**
70
+ * Atlas texel of the pool's corner: slot `(x, y)` starts at `pool_origin + (x, y) · slot size`.
71
+ */
72
+ pool_origin: vec2u,
73
+ slots_per_axis: u32,
74
+ /**
75
+ * The map's run of `shadow_virtual_page` rows: `level_count · pages_per_level²` of them,
76
+ * level-major, each a page-table entry ({@link vt_entry_pack}).
77
+ */
78
+ first_page: u32,
79
+ page_count: u32,
80
+ /**
81
+ * The map's run of `shadow_virtual_slot` rows: one per slot of the pool.
82
+ */
83
+ first_slot: u32,
84
+ slot_count: u32,
85
+ }, "VSMRecord").pack();
@@ -0,0 +1,16 @@
1
+ /**
2
+ * One slot of a virtual shadow map's pool: a row of the light database's `shadow_virtual_slot`
3
+ * table, saying which world page the slot holds, if any. The stale pass reads it to know where a
4
+ * slot's page lies in light space; the page table points the other way.
5
+ *
6
+ * @type {WebGPUStruct}
7
+ */
8
+ export const VSM_SLOT_STRUCT: WebGPUStruct;
9
+ /**
10
+ * What an empty slot's `level` holds — the engine's one "nothing" word.
11
+ *
12
+ * @type {number}
13
+ */
14
+ export const VSM_SLOT_EMPTY: number;
15
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
16
+ //# sourceMappingURL=VSM_SLOT_STRUCT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"VSM_SLOT_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VSM_SLOT_STRUCT.js"],"names":[],"mappings":"AAIA;;;;;;GAMG;AACH,8BAFU,YAAY,CAYD;AAErB;;;;GAIG;AACH,6BAFU,MAAM,CAEgC;6BA1BnB,mCAAmC"}
@@ -0,0 +1,29 @@
1
+ import { GPU_DATABASE_NULL } from "../../buffer/table/GPU_DATABASE_NULL.js";
2
+ import { i32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
4
+
5
+ /**
6
+ * One slot of a virtual shadow map's pool: a row of the light database's `shadow_virtual_slot`
7
+ * table, saying which world page the slot holds, if any. The stale pass reads it to know where a
8
+ * slot's page lies in light space; the page table points the other way.
9
+ *
10
+ * @type {WebGPUStruct}
11
+ */
12
+ export const VSM_SLOT_STRUCT = WebGPUStruct.from({
13
+ /**
14
+ * Level of the page the slot holds, or {@link VSM_SLOT_EMPTY}.
15
+ */
16
+ level: u32,
17
+ /**
18
+ * World page coordinates of that page, at its level.
19
+ */
20
+ x: i32,
21
+ y: i32,
22
+ }, "VSMSlot").pack();
23
+
24
+ /**
25
+ * What an empty slot's `level` holds — the engine's one "nothing" word.
26
+ *
27
+ * @type {number}
28
+ */
29
+ export const VSM_SLOT_EMPTY = GPU_DATABASE_NULL;