@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.
- package/build/bundle-worker-terrain.js +1 -1
- package/package.json +1 -1
- package/src/core/geom/3d/quaternion/swing_twist_clamp.d.ts +24 -0
- package/src/core/geom/3d/quaternion/swing_twist_clamp.d.ts.map +1 -0
- package/src/core/geom/3d/quaternion/swing_twist_clamp.js +62 -0
- package/src/core/geom/3d/quaternion/swing_twist_compose.d.ts +15 -0
- package/src/core/geom/3d/quaternion/swing_twist_compose.d.ts.map +1 -0
- package/src/core/geom/3d/quaternion/swing_twist_compose.js +36 -0
- package/src/core/geom/3d/quaternion/swing_twist_error.d.ts +39 -0
- package/src/core/geom/3d/quaternion/swing_twist_error.d.ts.map +1 -0
- package/src/core/geom/3d/quaternion/swing_twist_error.js +85 -0
- package/src/core/geom/vec3/v3_rigid_align_paired_unit_vectors.d.ts +11 -6
- package/src/core/geom/vec3/v3_rigid_align_paired_unit_vectors.d.ts.map +1 -1
- package/src/core/geom/vec3/v3_rigid_align_paired_unit_vectors.js +27 -13
- package/src/core/math/linalg/eigen/matrix_symmetric_4x4_eigen.d.ts +25 -0
- package/src/core/math/linalg/eigen/matrix_symmetric_4x4_eigen.d.ts.map +1 -0
- package/src/core/math/linalg/eigen/matrix_symmetric_4x4_eigen.js +166 -0
- package/src/core/math/linalg/eigen/matrix_top_eigenvector_power_iteration.d.ts +5 -3
- package/src/core/math/linalg/eigen/matrix_top_eigenvector_power_iteration.d.ts.map +1 -1
- package/src/core/math/linalg/eigen/matrix_top_eigenvector_power_iteration.js +5 -3
- package/src/engine/EngineHarness.d.ts.map +1 -1
- package/src/engine/EngineHarness.js +17 -4
- package/src/engine/animation/curve/AnimationCurve.d.ts +3 -0
- package/src/engine/animation/curve/AnimationCurve.d.ts.map +1 -1
- package/src/engine/animation/curve/AnimationCurve.js +6 -1
- package/src/engine/asset/loaders/image/avif/threaded_image_encoder.js +1 -1
- package/src/engine/ecs/EntityManager.d.ts +9 -1
- package/src/engine/ecs/EntityManager.d.ts.map +1 -1
- package/src/engine/ecs/EntityManager.js +26 -27
- package/src/engine/ecs/gpu/GPUStateAuthority.d.ts +20 -0
- package/src/engine/ecs/gpu/GPUStateAuthority.d.ts.map +1 -1
- package/src/engine/ecs/gpu/GPUStateAuthority.js +21 -0
- package/src/engine/ecs/gpu/GPU_AUTHORITY_EVENT_HOLD_CHANGE.d.ts +13 -0
- package/src/engine/ecs/gpu/GPU_AUTHORITY_EVENT_HOLD_CHANGE.d.ts.map +1 -0
- package/src/engine/ecs/gpu/GPU_AUTHORITY_EVENT_HOLD_CHANGE.js +12 -0
- package/src/engine/ecs/gpu/gpu_authority_grant.d.ts +6 -0
- package/src/engine/ecs/gpu/gpu_authority_grant.d.ts.map +1 -1
- package/src/engine/ecs/gpu/gpu_authority_grant.js +7 -1
- package/src/engine/ecs/gpu/gpu_authority_held.d.ts +14 -0
- package/src/engine/ecs/gpu/gpu_authority_held.d.ts.map +1 -0
- package/src/engine/ecs/gpu/gpu_authority_held.js +23 -0
- package/src/engine/ecs/gpu/gpu_authority_hold.d.ts +23 -0
- package/src/engine/ecs/gpu/gpu_authority_hold.d.ts.map +1 -0
- package/src/engine/ecs/gpu/gpu_authority_hold.js +41 -0
- package/src/engine/ecs/gpu/gpu_authority_unhold.d.ts +14 -0
- package/src/engine/ecs/gpu/gpu_authority_unhold.d.ts.map +1 -0
- package/src/engine/ecs/gpu/gpu_authority_unhold.js +32 -0
- package/src/engine/ecs/ik/IKGoal.d.ts +59 -0
- package/src/engine/ecs/ik/IKGoal.d.ts.map +1 -0
- package/src/engine/ecs/ik/IKGoal.js +83 -0
- package/src/engine/ecs/ik/IKGoalSystem.d.ts +75 -0
- package/src/engine/ecs/ik/IKGoalSystem.d.ts.map +1 -0
- package/src/engine/ecs/ik/IKGoalSystem.js +1456 -0
- package/src/engine/ecs/ik/PLAN.md +179 -0
- package/src/engine/ecs/speaker/VoiceSystem.d.ts +2 -2
- package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
- package/src/engine/ecs/storage/BinaryBufferSerializer.d.ts.map +1 -1
- package/src/engine/ecs/storage/BinaryBufferSerializer.js +4 -5
- package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +7 -3
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +5 -2
- package/src/engine/ecs/system/orderSystemsByDeclaredAccess.d.ts +33 -0
- package/src/engine/ecs/system/orderSystemsByDeclaredAccess.d.ts.map +1 -0
- package/src/engine/ecs/system/orderSystemsByDeclaredAccess.js +282 -0
- package/src/engine/ecs/transform/T64WorldCache.js +139 -139
- package/src/engine/ecs/transform/t64_evaluate_local.d.ts +25 -0
- package/src/engine/ecs/transform/t64_evaluate_local.d.ts.map +1 -0
- package/src/engine/ecs/transform/t64_evaluate_local.js +35 -0
- package/src/engine/ecs/transform/t64_evaluate_world.d.ts +5 -3
- package/src/engine/ecs/transform/t64_evaluate_world.d.ts.map +1 -1
- package/src/engine/ecs/transform/t64_evaluate_world.js +128 -126
- package/src/engine/graphics/ecs/water/Water.d.ts +14 -17
- package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/Water.js +100 -110
- package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +36 -38
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts +6 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.js +10 -0
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts +3 -3
- package/src/engine/graphics/ecs/water/WaterWaves.js +46 -46
- package/src/engine/graphics/texture/sampler/sampler2d_to_avif.d.ts.map +1 -1
- package/src/engine/graphics/texture/sampler/sampler2d_to_avif.js +8 -5
- package/src/engine/graphics3/AnimationGraphSystem.d.ts +2 -0
- package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -1
- package/src/engine/graphics3/AnimationGraphSystem.js +337 -329
- package/src/engine/graphics3/AnimationSystem.d.ts +2 -0
- package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -1
- package/src/engine/graphics3/AnimationSystem.js +360 -352
- package/src/engine/graphics3/WaterSystem.d.ts +21 -74
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem.js +174 -367
- package/src/engine/physics/cloth/MEASUREMENTS.md +130 -0
- package/src/engine/physics/cloth/PLAN.md +16 -1
- package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts +5 -6
- package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothColliderSystem.js +5 -6
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +4 -7
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothInstance.js +4 -7
- package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +4 -3
- package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothSystem.js +4 -3
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothWorld.js +10 -0
- package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts +24 -24
- package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_seed_rig.js +46 -43
- package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts +1 -1
- package/src/engine/physics/cloth/ecs/cloth_write_back.js +1 -1
- package/src/engine/physics/constraint/solve_constraints.d.ts +0 -35
- package/src/engine/physics/constraint/solve_constraints.d.ts.map +1 -1
- package/src/engine/physics/constraint/solve_constraints.js +1 -83
- package/src/engine/physics/ecs/ContactProbe.d.ts +73 -0
- package/src/engine/physics/ecs/ContactProbe.d.ts.map +1 -0
- package/src/engine/physics/ecs/ContactProbe.js +103 -0
- package/src/engine/physics/ecs/ContactProbeSystem.d.ts +44 -0
- package/src/engine/physics/ecs/ContactProbeSystem.d.ts.map +1 -0
- package/src/engine/physics/ecs/ContactProbeSystem.js +397 -0
- package/src/engine/physics/fluid/ecs/FluidComponent.d.ts +1 -1
- package/src/engine/physics/fluid/ecs/FluidComponent.js +1 -1
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
- package/src/engine/physics/inverse_kinematics/frame_fabrik/FrameFabrikProblem.d.ts +205 -0
- package/src/engine/physics/inverse_kinematics/frame_fabrik/FrameFabrikProblem.d.ts.map +1 -0
- package/src/engine/physics/inverse_kinematics/frame_fabrik/FrameFabrikProblem.js +245 -0
- package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_limit_from_joint.d.ts +21 -0
- package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_limit_from_joint.d.ts.map +1 -0
- package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_limit_from_joint.js +63 -0
- package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_solve.d.ts +33 -0
- package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_solve.d.ts.map +1 -0
- package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_solve.js +874 -0
- package/src/engine/physics/inverse_kinematics/joint_hinge_mid_axis.d.ts +27 -0
- package/src/engine/physics/inverse_kinematics/joint_hinge_mid_axis.d.ts.map +1 -0
- package/src/engine/physics/inverse_kinematics/joint_hinge_mid_axis.js +77 -0
- package/src/engine/physics/inverse_kinematics/two_bone_path_solve.d.ts +36 -0
- package/src/engine/physics/inverse_kinematics/two_bone_path_solve.d.ts.map +1 -0
- package/src/engine/physics/inverse_kinematics/two_bone_path_solve.js +97 -0
- package/src/engine/physics/inverse_kinematics/two_joint_ik.d.ts +33 -11
- package/src/engine/physics/inverse_kinematics/two_joint_ik.d.ts.map +1 -1
- package/src/engine/physics/inverse_kinematics/two_joint_ik.js +158 -67
- package/src/format/image/avif/api/convert_to_rgba.d.ts +2 -2
- package/src/format/image/avif/api/convert_to_rgba.d.ts.map +1 -1
- package/src/format/image/avif/api/convert_to_rgba.js +10 -9
- package/src/format/image/avif/api/decode_avif.d.ts +2 -2
- package/src/format/image/avif/api/decode_avif.d.ts.map +1 -1
- package/src/format/image/avif/api/decode_avif.js +1 -1
- package/src/shade/playground/ssr_reprojection/README.md +111 -103
- package/src/shade/playground/ssr_reprojection/SpatialFilterProbe.js +68 -68
- package/src/shade/playground/ssr_reprojection/index.html +80 -79
- package/src/shade/playground/ssr_reprojection/main.js +256 -247
- package/src/shade/playground/ssr_variance/capture.js +96 -96
- package/src/shade/playground/ssr_variance/reference.js +78 -78
- package/src/shade/playground/vsm/README.md +96 -0
- package/src/shade/playground/vsm/VSMDebugOverlay.d.ts +49 -0
- package/src/shade/playground/vsm/VSMDebugOverlay.d.ts.map +1 -0
- package/src/shade/playground/vsm/VSMDebugOverlay.js +351 -0
- package/src/shade/playground/vsm/clipmap_panel.d.ts +8 -0
- package/src/shade/playground/vsm/clipmap_panel.d.ts.map +1 -0
- package/src/shade/playground/vsm/clipmap_panel.js +138 -0
- package/src/shade/playground/vsm/index.html +170 -0
- package/src/shade/playground/vsm/main.d.ts +2 -0
- package/src/shade/playground/vsm/main.d.ts.map +1 -0
- package/src/shade/playground/vsm/main.js +389 -0
- package/src/shade/playground/vsm/scenes.d.ts +52 -0
- package/src/shade/playground/vsm/scenes.d.ts.map +1 -0
- package/src/shade/playground/vsm/scenes.js +320 -0
- package/src/shade/playground/vsm/verify_vsm.d.ts +38 -0
- package/src/shade/playground/vsm/verify_vsm.d.ts.map +1 -0
- package/src/shade/playground/vsm/verify_vsm.js +305 -0
- package/src/shade/playground/water_refraction/README.md +57 -9
- package/src/shade/playground/water_refraction/main.js +12 -3
- package/src/shade/playground/water_refraction/world.d.ts +1 -0
- package/src/shade/playground/water_refraction/world.d.ts.map +1 -1
- package/src/shade/playground/water_refraction/world.js +15 -5
- package/src/shade/renderer/Renderer.d.ts +19 -0
- package/src/shade/renderer/Renderer.d.ts.map +1 -1
- package/src/shade/renderer/Renderer.js +72 -1
- package/src/shade/renderer/animation/ANIMATION_TRACK_BINDING_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/animation/ANIMATION_TRACK_BINDING_STRUCT.js +10 -1
- package/src/shade/renderer/animation/GPUAnimationManager.d.ts +18 -4
- package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
- package/src/shade/renderer/animation/GPUAnimationManager.js +269 -23
- package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.d.ts +12 -4
- package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.d.ts.map +1 -1
- package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.js +12 -4
- package/src/shade/renderer/animation/chunk_pose_accumulator.d.ts.map +1 -1
- package/src/shade/renderer/animation/chunk_pose_accumulator.js +14 -1
- package/src/shade/renderer/animation/pose/PoseChannelIndex.d.ts +78 -0
- package/src/shade/renderer/animation/pose/PoseChannelIndex.d.ts.map +1 -0
- package/src/shade/renderer/animation/pose/PoseChannelIndex.js +274 -0
- package/src/shade/renderer/animation/pose/PosePlayback.d.ts +40 -3
- package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
- package/src/shade/renderer/animation/pose/PosePlayback.js +77 -3
- package/src/shade/renderer/animation/pose/pose_evaluate_local.d.ts +21 -3
- package/src/shade/renderer/animation/pose/pose_evaluate_local.d.ts.map +1 -1
- package/src/shade/renderer/animation/pose/pose_evaluate_local.js +79 -11
- package/src/shade/renderer/animation/shader_animation_apply.js +1 -1
- package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts +3 -2
- package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_pose_resolve.js +187 -176
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts +7 -0
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +11 -0
- package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.d.ts +3 -1
- package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.js +10 -1
- package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_read_code.d.ts.map +1 -1
- package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_read_code.js +28 -0
- package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_write_code.d.ts.map +1 -1
- package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_write_code.js +31 -1
- package/src/shade/renderer/geometry/MeshletGeometry.d.ts +3 -0
- package/src/shade/renderer/geometry/MeshletGeometry.d.ts.map +1 -1
- package/src/shade/renderer/geometry/MeshletGeometry.js +1 -0
- package/src/shade/renderer/light/LIGHT_DATABASE_SPEC.d.ts.map +1 -1
- package/src/shade/renderer/light/LIGHT_DATABASE_SPEC.js +62 -4
- package/src/shade/renderer/light/environment/rgbe/parse_rgbe.d.ts +1 -1
- package/src/shade/renderer/light/environment/rgbe/parse_rgbe.js +2 -2
- package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.d.ts +2 -2
- package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.d.ts.map +1 -1
- package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.js +6 -14
- package/src/shade/renderer/light/environment/sh_exponential/chunk_sh_exp_workgroup_sum.d.ts.map +1 -1
- package/src/shade/renderer/light/environment/sh_exponential/chunk_sh_exp_workgroup_sum.js +5 -1
- package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
- package/src/shade/renderer/medium/ParticipatingMedium.d.ts +3 -0
- package/src/shade/renderer/medium/ParticipatingMedium.d.ts.map +1 -1
- package/src/shade/renderer/medium/ParticipatingMedium.js +7 -0
- package/src/shade/renderer/object_property/chunk_write_object_property.d.ts +3 -1
- package/src/shade/renderer/object_property/chunk_write_object_property.d.ts.map +1 -1
- package/src/shade/renderer/object_property/chunk_write_object_property.js +5 -2
- package/src/shade/renderer/object_property/chunk_write_object_property_node3d.d.ts +4 -0
- package/src/shade/renderer/object_property/chunk_write_object_property_node3d.d.ts.map +1 -1
- package/src/shade/renderer/object_property/chunk_write_object_property_node3d.js +6 -1
- package/src/shade/renderer/postprocess/eye/shader_autoexposure_build_histogram.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/eye/shader_autoexposure_build_histogram.js +5 -35
- package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
- package/src/shade/renderer/postprocess/ssr/SSR.d.ts +12 -4
- package/src/shade/renderer/postprocess/ssr/SSR.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/ssr/SSR.js +36 -8
- package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.d.ts +3 -0
- package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.d.ts.map +1 -0
- package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.js +2 -0
- package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.d.ts +8 -0
- package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.d.ts.map +1 -0
- package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.js +40 -0
- package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_temporal_accumulate.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_temporal_accumulate.js +150 -137
- package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.d.ts +3 -0
- package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.d.ts.map +1 -0
- package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.js +44 -0
- package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_dilate.d.ts +5 -0
- package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_dilate.d.ts.map +1 -0
- package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_dilate.js +35 -0
- package/src/shade/renderer/postprocess/ssr/ssr_graph_denoise_tiles.d.ts +26 -0
- package/src/shade/renderer/postprocess/ssr/ssr_graph_denoise_tiles.d.ts.map +1 -0
- package/src/shade/renderer/postprocess/ssr/ssr_graph_denoise_tiles.js +42 -0
- package/src/shade/renderer/postprocess/ssr/ssr_reproject_shader.d.ts +1 -0
- package/src/shade/renderer/postprocess/ssr/ssr_reproject_shader.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/ssr/ssr_reproject_shader.js +113 -105
- package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.d.ts +2 -0
- package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.js +177 -167
- package/src/shade/renderer/rasterize/DEPTH_STENCIL_STATE_SHADOW.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/DEPTH_STENCIL_STATE_SHADOW.js +10 -0
- package/src/shade/renderer/rasterize/RasterizationJob.d.ts +1 -2
- package/src/shade/renderer/rasterize/RasterizationJob.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/RasterizationJob.js +1 -2
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- package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.js +0 -8
- package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.d.ts +0 -27
- package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.d.ts.map +0 -1
- package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.js +0 -102
- package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.d.ts +0 -8
- package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.d.ts.map +0 -1
- package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.js +0 -34
- package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.d.ts +0 -10
- package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.d.ts.map +0 -1
- package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.js +0 -64
- package/src/shade/renderer/shadow/vsm/decode_tile_address.d.ts +0 -11
- package/src/shade/renderer/shadow/vsm/decode_tile_address.d.ts.map +0 -1
- package/src/shade/renderer/shadow/vsm/decode_tile_address.js +0 -26
- package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.d.ts +0 -2
- package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.d.ts.map +0 -1
- package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.js +0 -11
- package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts +0 -20
- package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts.map +0 -1
- package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.js +0 -184
- package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts +0 -25
- package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts.map +0 -1
- package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.js +0 -230
- package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts +0 -19
- package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts.map +0 -1
- package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.js +0 -127
- package/src/shade/renderer/texture/encode/ENCODE_NOTES_2026_09_02.md +0 -462
- package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts +0 -23
- package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts.map +0 -1
- package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts +0 -18
- package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts.map +0 -1
- package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts +0 -12
- package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts.map +0 -1
- package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.js +0 -27
- package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts +0 -14
- package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts.map +0 -1
- package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.js +0 -49
- package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts +0 -9
- package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts.map +0 -1
- package/src/shade/renderer/water/surface/chunk_water_wave_grid.js +0 -47
- package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts +0 -10
- package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts.map +0 -1
- package/src/shade/renderer/water/surface/shader_water_surface_write.js +0 -51
- package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts +0 -12
- package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts.map +0 -1
- package/src/shade/renderer/water/surface/shader_water_wave_step.js +0 -54
- package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts +0 -13
- package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts.map +0 -1
- package/src/shade/renderer/water/surface/water_surface_grid_indices.js +0 -39
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import { assert } from "../../../../core/assert.js";
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/**
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* The slot bookkeeping of a physical page cache — a square grid of `page_size + 2*border` slots
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* over an atlas — with no texture behind it: which slots are taken, when each was last touched,
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* which may never be evicted, and the mip each holds.
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*
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* {@link VTPhysicalCache} adds the layer textures and uploads on top of this. A cache whose pages
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* are drawn rather than uploaded — the virtual shadow map's pool is a region of the shadow atlas —
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* uses it on its own.
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*
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* Eviction metadata lives here as flat parallel arrays; the pick is a linear scan, which at the
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* typical slot count (≤ ~1k) is cheaper than maintaining a heap.
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*/
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export class VTPhysicalSlots {
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/**
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* Payload texels per page side, without border.
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* @type {number}
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* @readonly
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*/
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page_size;
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/**
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* Border texels on each side of the payload.
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* @type {number}
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* @readonly
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*/
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border;
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/**
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* page_size + 2*border.
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* @type {number}
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* @readonly
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*/
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slot_size;
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/**
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* Atlas side length in texels.
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* @type {number}
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* @readonly
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*/
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atlas_size;
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/**
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* Slots along one atlas axis.
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* @type {number}
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* @readonly
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*/
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slots_per_axis;
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/**
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* Total slot count.
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* @type {number}
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* @readonly
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*/
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capacity;
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/**
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* Free slot indices, used as a stack.
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* @type {number[]}
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*/
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#free = [];
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/**
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* Per-slot: frame index of the last feedback touch.
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* @type {Uint32Array}
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*/
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#last_touch;
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/**
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* Per-slot: 1 when the slot must never be evicted (stack root pages).
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* @type {Uint8Array}
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*/
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#locked;
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/**
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* Per-slot: 1 when the slot is allocated.
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* @type {Uint8Array}
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*/
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#occupied;
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/**
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* Per-slot: virtual mip of the resident page — eviction tie-break only
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* (prefer shedding fine pages, shrinking the resident quadtree from the
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* leaves).
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* @type {Uint8Array}
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*/
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#mip;
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/**
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*
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* @param {Object} options
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* @param {number} [options.atlas_size]
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* @param {number} [options.page_size]
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* @param {number} [options.border]
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*/
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constructor({
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atlas_size = 4096,
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page_size = 128,
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border = 4,
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}) {
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assert.isNonNegativeInteger(atlas_size, 'atlas_size');
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assert.isNonNegativeInteger(page_size, 'page_size');
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assert.isNonNegativeInteger(border, 'border');
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this.page_size = page_size;
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this.border = border;
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this.slot_size = page_size + border * 2;
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this.atlas_size = atlas_size;
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this.slots_per_axis = Math.floor(atlas_size / this.slot_size);
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this.capacity = this.slots_per_axis * this.slots_per_axis;
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assert.greaterThan(this.capacity, 0, 'cache capacity');
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this.#last_touch = new Uint32Array(this.capacity);
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this.#locked = new Uint8Array(this.capacity);
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this.#occupied = new Uint8Array(this.capacity);
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this.#mip = new Uint8Array(this.capacity);
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for (let i = this.capacity - 1; i >= 0; i--) {
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this.#free.push(i);
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}
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}
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/**
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* Number of allocated slots.
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* @returns {number}
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*/
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get used() {
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return this.capacity - this.#free.length;
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}
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/**
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*
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* @param {number} slot
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* @returns {{x: number, y: number}} slot grid coordinates
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*/
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slot_coords(slot) {
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return {
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x: slot % this.slots_per_axis,
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y: (slot / this.slots_per_axis) | 0,
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};
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}
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/**
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*
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* @param {number} slot
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* @returns {boolean}
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*/
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is_occupied(slot) {
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return this.#occupied[slot] === 1;
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}
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/**
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*
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* @param {number} current_frame
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* @param {boolean} [locked]
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* @param {number} [mip] virtual mip of the incoming page
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* @returns {number} slot index, or -1 when full
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*/
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allocate(current_frame, locked = false, mip = 0) {
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if (this.#free.length === 0) {
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return -1;
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}
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const slot = this.#free.pop();
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this.#occupied[slot] = 1;
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this.#locked[slot] = locked ? 1 : 0;
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this.#last_touch[slot] = current_frame;
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this.#mip[slot] = mip;
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return slot;
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}
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/**
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*
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* @param {number} slot
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*/
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free(slot) {
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assert.equal(this.#occupied[slot], 1, `slot ${slot} is not allocated`);
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this.#occupied[slot] = 0;
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this.#locked[slot] = 0;
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this.#free.push(slot);
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}
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/**
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*
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* @param {number} slot
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* @param {number} frame
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*/
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touch(slot, frame) {
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this.#last_touch[slot] = frame;
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}
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/**
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*
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* @param {number} slot
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* @returns {number}
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*/
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last_touch(slot) {
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return this.#last_touch[slot];
|
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}
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208
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+
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209
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/**
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210
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* Pick the least-recently-touched evictable slot.
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211
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*
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212
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* @param {number} current_frame
|
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213
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* @param {number} protect_window slots touched within this many frames
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* are not eligible — feedback readback runs a couple of frames
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215
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* behind, so "recently touched" really means "probably on screen"
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216
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* @returns {number} slot index, or -1 when nothing is evictable
|
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217
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*/
|
|
218
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find_eviction_candidate(current_frame, protect_window) {
|
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let best = -1;
|
|
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let best_touch = 0xFFFFFFFF;
|
|
221
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let best_mip = 0xFF;
|
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222
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+
|
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for (let slot = 0; slot < this.capacity; slot++) {
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if (this.#occupied[slot] === 0 || this.#locked[slot] === 1) {
|
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continue;
|
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+
}
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+
|
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const touch = this.#last_touch[slot];
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+
|
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if (current_frame - touch < protect_window) {
|
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continue;
|
|
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}
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+
|
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234
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const mip = this.#mip[slot];
|
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+
|
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if (touch < best_touch || (touch === best_touch && mip < best_mip)) {
|
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best_touch = touch;
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best_mip = mip;
|
|
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best = slot;
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240
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}
|
|
241
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+
}
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|
242
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+
|
|
243
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return best;
|
|
244
|
+
}
|
|
245
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+
}
|
|
@@ -9,7 +9,7 @@
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|
9
9
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* vt_stack_wrap_uv(uv, flags) — repeat/clamp addressing
|
|
10
10
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* vt_mip_level(info, ddx, ddy) — analytic LOD in virtual-texel units
|
|
11
11
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* vt_page_table_load(table, info, uv, m) — one textureLoad into the shared table
|
|
12
|
-
* vt_entry_unpack(word) — page table entry fields
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12
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+
* vt_entry_unpack(word) — page table entry fields, from {@link chunk_vt_page_table_entry}
|
|
13
13
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* vt_physical_uv(entry, info, uv) — atlas UV for a wrapped virtual UV
|
|
14
14
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*
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|
15
15
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* The mip formula must be byte-identical between feedback and sampling —
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|
@@ -1 +1 @@
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1
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-
{"version":3,"file":"build_chunk_vt_lookup.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/texture/virtual/build_chunk_vt_lookup.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH;IAL0B,SAAS,EAAxB,MAAM;IACS,MAAM,EAArB,MAAM;IACS,UAAU,EAAzB,MAAM;IACJ,SAAS,
|
|
1
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+
{"version":3,"file":"build_chunk_vt_lookup.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/texture/virtual/build_chunk_vt_lookup.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH;IAL0B,SAAS,EAAxB,MAAM;IACS,MAAM,EAArB,MAAM;IACS,UAAU,EAAzB,MAAM;IACJ,SAAS,CA2GrB;0BArIyB,oCAAoC"}
|
|
@@ -1,5 +1,5 @@
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1
1
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
2
|
-
import {
|
|
2
|
+
import { chunk_vt_page_table_entry } from "./chunk_vt_page_table_entry.js";
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|
3
3
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import { VT_STACK_INFO_STRUCT } from "./VT_STACK_INFO_STRUCT.js";
|
|
4
4
|
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|
5
5
|
/**
|
|
@@ -13,7 +13,7 @@ import { VT_STACK_INFO_STRUCT } from "./VT_STACK_INFO_STRUCT.js";
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* vt_stack_wrap_uv(uv, flags) — repeat/clamp addressing
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* vt_mip_level(info, ddx, ddy) — analytic LOD in virtual-texel units
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* vt_page_table_load(table, info, uv, m) — one textureLoad into the shared table
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* vt_entry_unpack(word) — page table entry fields
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* vt_entry_unpack(word) — page table entry fields, from {@link chunk_vt_page_table_entry}
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* vt_physical_uv(entry, info, uv) — atlas UV for a wrapped virtual UV
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*
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* The mip formula must be byte-identical between feedback and sampling —
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@@ -41,23 +41,6 @@ const VT_INV_ATLAS_SIZE: f32 = ${(1 / atlas_size).toExponential()};
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const VT_STACK_FLAG_WRAP_REPEAT: u32 = 1u;
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const VT_STACK_FLAG_UV_SET_1: u32 = 2u;
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struct VTPageTableEntry {
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phys: vec2<u32>,
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mip: u32,
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valid: bool,
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}
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fn vt_entry_unpack(word: u32) -> VTPageTableEntry {
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return VTPageTableEntry(
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vec2<u32>(
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word & ${(1 << VT_ENTRY_PHYS_BITS) - 1}u,
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(word >> ${VT_ENTRY_PHYS_BITS}u) & ${(1 << VT_ENTRY_PHYS_BITS) - 1}u
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),
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(word >> ${VT_ENTRY_PHYS_BITS * 2}u) & ${(1 << VT_ENTRY_MIP_BITS) - 1}u,
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(word & ${1 << (VT_ENTRY_PHYS_BITS * 2 + VT_ENTRY_MIP_BITS)}u) != 0u
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);
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}
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-
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fn vt_stack_wrap_uv(uv: vec2<f32>, flags: u32) -> vec2<f32> {
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if ((flags & VT_STACK_FLAG_WRAP_REPEAT) != 0u) {
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return fract(uv);
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@@ -145,6 +128,7 @@ fn vt_physical_uv(
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`,
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[
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VT_STACK_INFO_STRUCT.declaration_chunk,
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chunk_vt_page_table_entry,
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]
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);
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}
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@@ -0,0 +1,13 @@
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/**
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* The page-table entry word as its fields — the WGSL side of {@link vt_entry_pack} /
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* {@link vt_entry_unpack}: the physical slot holding a page, the mip of that page, and whether the
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* entry points at anything.
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*
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* Independent of any cache geometry, so it is shared by every table that stores entries in this
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* layout — the virtual texture page table, and the virtual shadow map's page rows.
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*
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* @type {CodeChunk}
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*/
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export const chunk_vt_page_table_entry: CodeChunk;
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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//# sourceMappingURL=chunk_vt_page_table_entry.d.ts.map
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@@ -0,0 +1 @@
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{"version":3,"file":"chunk_vt_page_table_entry.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/texture/virtual/chunk_vt_page_table_entry.js"],"names":[],"mappings":"AAGA;;;;;;;;;GASG;AACH,wCAFU,SAAS,CAsBjB;0BAjCwB,oCAAoC"}
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@@ -0,0 +1,34 @@
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { VT_ENTRY_MIP_BITS, VT_ENTRY_PHYS_BITS } from "./VT_CONSTANTS.js";
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/**
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* The page-table entry word as its fields — the WGSL side of {@link vt_entry_pack} /
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* {@link vt_entry_unpack}: the physical slot holding a page, the mip of that page, and whether the
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* entry points at anything.
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*
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* Independent of any cache geometry, so it is shared by every table that stores entries in this
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* layout — the virtual texture page table, and the virtual shadow map's page rows.
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*
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* @type {CodeChunk}
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*/
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export const chunk_vt_page_table_entry = CodeChunk.from(
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//language=WGSL
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`
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struct VTPageTableEntry {
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phys: vec2<u32>,
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mip: u32,
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valid: bool,
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}
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fn vt_entry_unpack(word: u32) -> VTPageTableEntry {
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return VTPageTableEntry(
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vec2<u32>(
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word & ${(1 << VT_ENTRY_PHYS_BITS) - 1}u,
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(word >> ${VT_ENTRY_PHYS_BITS}u) & ${(1 << VT_ENTRY_PHYS_BITS) - 1}u
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),
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(word >> ${VT_ENTRY_PHYS_BITS * 2}u) & ${(1 << VT_ENTRY_MIP_BITS) - 1}u,
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(word & ${1 << (VT_ENTRY_PHYS_BITS * 2 + VT_ENTRY_MIP_BITS)}u) != 0u
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);
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}
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`
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);
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@@ -1,6 +1,10 @@
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/** Production water channel. Only AVBOIT's shared resolve composites its radiance. */
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export class GPUWaterRenderer {
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-
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scene: any;
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body_count: number;
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meshlet_capacity: number;
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time: number;
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waves: any;
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settings: {
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enabled: boolean;
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max_distance: number;
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@@ -11,6 +15,7 @@ export class GPUWaterRenderer {
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reflections: number;
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debug_view: number;
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inscatter_segments: number;
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tessellation_pixels: number;
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};
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/**
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* The frame's water bodies table, recorded by whoever owns the surfaces at the head of the frame;
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@@ -18,7 +23,7 @@ export class GPUWaterRenderer {
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* @type {import("./medium/GPUWaterBodies.js").GPUWaterBodies|null}
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*/
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bodies: import("./medium/GPUWaterBodies.js").GPUWaterBodies | null;
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avboit_is_empty(): boolean;
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avboit_is_empty(view: any): boolean;
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/** Optional single-pixel readback on the next rendered water frame. No per-frame readback. */
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request_probe(uv: any): Promise<any>;
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dispose(): void;
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{"version":3,"file":"GPUWaterRenderer.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/GPUWaterRenderer.js"],"names":[],"mappings":"
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{"version":3,"file":"GPUWaterRenderer.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/GPUWaterRenderer.js"],"names":[],"mappings":"AAmBA,sFAAsF;AACtF;IACI,WAAa;IACb,mBAAe;IACf,yBAAqB;IACrB,aAAS;IACT,WAAa;IACb;;;;;;;;;;;MAE6B;IAC7B;;;;OAIG;IACH,QAFU,OAAO,4BAA4B,EAAE,cAAc,GAAC,IAAI,CAEpD;IAQd,oCAIC;IAED,8FAA8F;IAC9F,qCAgBC;IAED,gBAKC;IAED;;;;;;;;;;;;;;;;MAyIC;IAQD;;;;;YAMC;IAED;;;;;;;;;;MAOC;IAED;;;;;;;;;;;;;;MAwBC;IAED,gGAAgG;IAChG,mEAYC;;CA4BJ"}
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@@ -1,45 +1,32 @@
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import { half_to_float_uint16 } from "../../../core/binary/half_to_float_uint16.js";
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import { TextureResourceDescriptor } from "../../device/graph/TextureResourceDescriptor.js";
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import { DEFAULT_DEPTH_TEXTURE_VIEW } from "../depth/DEFAULT_DEPTH_TEXTURE_VIEW.js";
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import { graph_compute_pass } from "../shader/graph/compute/graph_compute_pass.js";
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import { graph_image_pass } from "../shader/graph/graph_image_pass.js";
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import { ShadeIndirectLightingMode } from "../ShadeIndirectLightingMode.js";
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import {
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import { BufferResourceDescriptor } from "../../device/graph/BufferResourceDescriptor.js";
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import { build_indirect_draw_command } from "../gpu_primitive/indirect/build_indirect_draw_command.js";
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import { graph_water_tessellation } from "./surface/graph_water_tessellation.js";
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import { WATER_TESSELLATION_STRUCT, WATER_TILE_VERTEX_COUNT } from "./surface/chunk_water_tessellation.js";
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import { STATIC_GRAPHICS_ENGINE_ASSETS } from "../STATIC_GRAPHICS_ENGINE_ASSETS.js";
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import { SAMPLER_LINEAR_UPSCALE } from "../texture/SAMPLER_LINEAR_UPSCALE.js";
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import { SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR } from "../shadow/map/SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR.js";
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import { create_water_finalize_pipeline_brick4, create_water_finalize_pipeline_ibl, create_water_pipeline,
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WATER_TRACE_STRUCT } from "./shader_water.js";
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WATER_FINALIZE_RESOURCES_BRICK4, WATER_FINALIZE_RESOURCES_IBL, WATER_RESOURCES,
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WATER_TRACE_STRUCT, WATER_GRID_STRUCT } from "./shader_water.js";
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import { shader_water_background_copy, shader_water_debug, shader_water_draw,
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shader_water_occupancy, shader_water_splat, shader_water_confidence_seed,
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shader_water_confidence_x, shader_water_confidence_y } from "./shader_water_avboit.js";
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/**
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* A surface the water passes can draw: visible, and with its surface interface published by the
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* producer this frame.
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* @param {Object} s
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* @returns {boolean}
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*/
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function water_surface_drawable(s) {
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return s.visible && s.gpu_surface !== undefined;
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}
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/**
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* Draw a surface interface's mesh: the producer's index buffer over its vertex storage buffer.
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* @param {ShadeGPURenderPassEncoder} render
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* @param {{indices: GPUBuffer, index_count: number}} surface
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*/
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function water_surface_draw(render, surface) {
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render.setIndexBuffer(surface.indices, "uint32");
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render.drawIndexed(surface.index_count);
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}
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/** Production water channel. Only AVBOIT's shared resolve composites its radiance. */
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export class GPUWaterRenderer {
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scene = null;
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body_count = 0;
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meshlet_capacity = 0;
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time = 0;
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waves = null;
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settings = { enabled: true, max_distance: 300, distance_tolerance: 0.15,
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max_updates: 4, fallback_steps: 48, mode: 0, reflections: 1, debug_view: 0, inscatter_segments: 4
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max_updates: 4, fallback_steps: 48, mode: 0, reflections: 1, debug_view: 0, inscatter_segments: 4,
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tessellation_pixels: 4 };
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/**
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* The frame's water bodies table, recorded by whoever owns the surfaces at the head of the frame;
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* each drawable surface carries its row as `body_index`.
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@@ -53,9 +40,10 @@ export class GPUWaterRenderer {
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#inspection = new WeakMap();
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#probe = null;
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avboit_is_empty() {
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avboit_is_empty(view) {
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// the authored state: whether there is water at all, not whether its surface was produced yet
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return !this.settings.enabled ||
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return !this.settings.enabled || this.body_count === 0 || this.meshlet_capacity === 0
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|| (view !== undefined && view.scene.scene !== this.scene);
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}
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/** Optional single-pixel readback on the next rendered water frame. No per-frame readback. */
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@@ -87,16 +75,24 @@ export class GPUWaterRenderer {
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avboit_prepare({ graph, view_ctx, camera, color_texture, depth_texture, normal_texture,
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hzb_texture, environment_texture, light_cluster_parameters, light_cluster_lookup, light_cluster_data,
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shadowmap_atlas, indirect_lighting_mode = ShadeIndirectLightingMode.IBL }) {
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const
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max_distance: this.settings.max_distance }) }))
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.sort((a, b) => a.entity - b.entity);
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surfaces.forEach((surface, index) => { surface.surface_id = index + 1; });
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const scene = view_ctx.scene;
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const meshlets = this.bodies.meshlets({ graph, view: view_ctx, camera, meshlet_capacity: this.meshlet_capacity });
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const settings = { ...this.settings };
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const probe = this.#probe;
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this.#probe = null;
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const resolution = Array.from(view_ctx.resolution);
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const
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const pixels = Math.max(1, settings.tessellation_pixels);
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// Jitter moves raster samples, not the mesh sampling the simulation. A jittered
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// reference would change displaced geometry and normals even while waves are paused.
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const tessellation = { resolution, pixels,
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view_projection_matrix: Float32Array.from(view_ctx.camera.camera.view_projection_matrix) };
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const patches = graph_water_tessellation({ graph, scene, camera, meshlets,
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meshlet_capacity: this.meshlet_capacity, tessellation });
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const data = { resolution, frame_time: this.time };
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const wave_state = this.waves.buffer, wave_resolution = this.waves.grid_resolution;
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const geometry_bindings = () => ({ scene_database: scene.scene_database_buffer,
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meshlet_metadata: scene.geometries.meshlets.buffer_metadata, meshlet_data: scene.geometries.meshlets.buffer_data,
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wave_state });
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const pipeline = this.#pipeline;
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const pass = graph.add("Water / receivers", data, (data, resources, context) => {
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const { encoder, graphics } = context;
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@@ -108,11 +104,13 @@ export class GPUWaterRenderer {
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tHZB: resources.get(data.hzb).obtainView(),
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tScene: resources.get(data.color).obtainView(),
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};
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const command = resources.get(data.command);
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build_indirect_draw_command(graphics.device, `${WATER_TILE_VERTEX_COUNT}, input, 0, 0`,
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encoder, resources.get(data.patch_count), command);
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const bindings = WATER_RESOURCES.generateBindings({ ...shared, ...geometry_bindings(),
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wave_grid: encoder.allocateTransientValueBuffer(WATER_GRID_STRUCT, { resolution: wave_resolution }),
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water_tiles: resources.get(data.tiles), water_tile_sums: resources.get(data.sums),
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tessellation: encoder.allocateTransientValueBuffer(WATER_TESSELLATION_STRUCT, tessellation) }, encoder);
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const render = encoder.constructRenderPass({ label: "Water / receivers", pipeline, bindings: [],
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colorAttachments: [data.receiver, data.trace_metadata].map(handle => ({
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view: resources.get(handle).obtainView(), loadOp: "clear", storeOp: "store", clearValue: [0,0,0,0],
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@@ -120,7 +118,8 @@ export class GPUWaterRenderer {
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depthStencilAttachment: { view: resources.get(data.interface_depth).obtainView(DEFAULT_DEPTH_TEXTURE_VIEW),
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depthLoadOp: "clear", depthStoreOp: "store", depthClearValue: 0 },
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});
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graphics.setPipelineBindings(render, pipeline, bindings);
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render.drawIndirect(command, 0);
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render.end();
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});
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for (const [name, handle] of Object.entries({ camera, color: color_texture, scene_depth: depth_texture,
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@@ -129,6 +128,8 @@ export class GPUWaterRenderer {
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resolution, format, usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING
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| (probe !== null && format !== "depth32float" ? GPUTextureUsage.COPY_SRC : 0),
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}));
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data.tiles = pass.read(patches.tiles); data.sums = pass.read(patches.sums); data.patch_count = pass.read(patches.count);
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+
data.command = pass.create('Water draw command', BufferResourceDescriptor.from(16, GPUBufferUsage.STORAGE | GPUBufferUsage.INDIRECT));
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132
133
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// Keep the accepted UV and both paths at f32 precision through final shading.
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133
134
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data.receiver = target("receiver", "rgba32float");
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134
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data.trace_metadata = target("trace metadata", "rgba32float");
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@@ -155,7 +156,6 @@ export class GPUWaterRenderer {
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155
156
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const use_brick4 = indirect_lighting_mode === ShadeIndirectLightingMode.Brick4;
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156
157
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const finalize_pipeline = use_brick4 ? this.#finalize_pipeline_brick4 : this.#finalize_pipeline_ibl;
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157
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const finalize_resources = use_brick4 ? WATER_FINALIZE_RESOURCES_BRICK4 : WATER_FINALIZE_RESOURCES_IBL;
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158
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-
const bodies = this.bodies;
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159
159
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const finalize = graph.add('Water / coherent optics', finalize_data, (d, resources, {encoder, graphics}) => {
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160
160
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const shared = {
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161
161
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camera: resources.get(d.camera), trace: encoder.allocateTransientValueBuffer(WATER_TRACE_STRUCT, settings),
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@@ -164,7 +164,9 @@ export class GPUWaterRenderer {
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164
164
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tScene: resources.get(d.color).obtainView(),
|
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165
165
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receiver: resources.get(d.receiver).obtainView(), trace_metadata: resources.get(d.trace_metadata).obtainView(),
|
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166
166
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visibility_distance: resources.get(d.visibility_distance).obtainView(),
|
|
167
|
-
|
|
167
|
+
...geometry_bindings(), water_tiles: resources.get(d.tiles), water_tile_sums: resources.get(d.sums),
|
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168
|
+
tessellation: encoder.allocateTransientValueBuffer(WATER_TESSELLATION_STRUCT, tessellation),
|
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169
|
+
wave_grid: encoder.allocateTransientValueBuffer(WATER_GRID_STRUCT, { resolution: wave_resolution }),
|
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168
170
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// the lights, as the transparent meshes bind them
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169
171
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light_data: view_ctx.scene.lights.buffer_data,
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170
172
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tEnvironment: resources.get(d.environment).obtainView(),
|
|
@@ -178,10 +180,7 @@ export class GPUWaterRenderer {
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178
180
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shared.brick4 = view_ctx.scene.volumetric_light_map.buffer;
|
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179
181
|
shared.view = view_ctx.uniform_buffer.buffer;
|
|
180
182
|
}
|
|
181
|
-
const
|
|
182
|
-
water: encoder.allocateTransientValueBuffer(WATER_DRAW_STRUCT, s),
|
|
183
|
-
surface_vertices: s.gpu_surface.vertices,
|
|
184
|
-
}, encoder) }));
|
|
183
|
+
const bindings = finalize_resources.generateBindings(shared, encoder);
|
|
185
184
|
const copy_pipeline = shader_water_background_copy.pipeline;
|
|
186
185
|
const copy_bindings = shader_water_background_copy.descriptor.resources.generateBindings({tScene: shared.tScene}, encoder);
|
|
187
186
|
const render = encoder.constructRenderPass({label: 'Water / coherent optics', pipeline: finalize_pipeline, bindings: [],
|
|
@@ -192,10 +191,11 @@ export class GPUWaterRenderer {
|
|
|
192
191
|
render.setPipeline(graphics.render_pipelines.obtain(copy_pipeline)); render.record_pipeline(copy_pipeline);
|
|
193
192
|
graphics.setPipelineBindings(render, copy_pipeline, copy_bindings); render.draw(3);
|
|
194
193
|
render.setPipeline(graphics.render_pipelines.obtain(finalize_pipeline)); render.record_pipeline(finalize_pipeline);
|
|
195
|
-
|
|
194
|
+
graphics.setPipelineBindings(render, finalize_pipeline, bindings);
|
|
195
|
+
render.drawIndirect(resources.get(d.command), 0);
|
|
196
196
|
render.end();
|
|
197
197
|
});
|
|
198
|
-
for (const key of ['camera','scene_depth','normal','hzb','color','receiver','trace_metadata','visibility_distance','interface_depth']) {
|
|
198
|
+
for (const key of ['camera','scene_depth','normal','hzb','color','receiver','trace_metadata','visibility_distance','interface_depth','tiles','sums','command']) {
|
|
199
199
|
finalize_data[key] = finalize.read(data[key]);
|
|
200
200
|
}
|
|
201
201
|
for (const [key, handle] of Object.entries({ environment: environment_texture, light_cluster_parameters,
|
|
@@ -288,7 +288,7 @@ export class GPUWaterRenderer {
|
|
|
288
288
|
try {
|
|
289
289
|
await buffer.mapAsync(GPUMapMode.READ);
|
|
290
290
|
const mapped = buffer.getMappedRange();
|
|
291
|
-
const half = offset => Array.from(new
|
|
291
|
+
const half = offset => Array.from(new Float16Array(mapped, offset, 4));
|
|
292
292
|
const radiance = half(512);
|
|
293
293
|
const confidence = radiance[3];
|
|
294
294
|
radiance[3] = new Float32Array(mapped, 768, 4)[1];
|
|
@@ -76,12 +76,12 @@ fn water_receiver_path(depth: texture_2d<f32>, normals: texture_2d<u32>, uv: vec
|
|
|
76
76
|
return distance(origin, screen_space_ray_lookup_position(uv, receiver, inverse_projection).xyz);
|
|
77
77
|
}
|
|
78
78
|
fn water_receiver_radiance(scene: texture_2d<f32>, depth: texture_2d<f32>, normals: texture_2d<u32>,
|
|
79
|
-
uv: vec2f, inverse_projection: mat4x4f, inverse_view: mat4x4f,
|
|
79
|
+
uv: vec2f, inverse_projection: mat4x4f, inverse_view: mat4x4f, surface: vec3f, surface_normal: vec3f, below_interface: bool) -> vec4f {
|
|
80
80
|
let size = vec2i(textureDimensions(depth, 0));
|
|
81
81
|
let center = water_receiver_texel(depth, normals, clamp(vec2i(uv * vec2f(size)), vec2i(0), size-1),
|
|
82
82
|
inverse_projection, inverse_view);
|
|
83
83
|
if (is_background(center.depth)
|
|
84
|
-
|| (below_interface && center.position
|
|
84
|
+
|| (below_interface && dot(center.position - surface, surface_normal) > WATER_LEVEL_TOLERANCE)) { return vec4f(0.0); }
|
|
85
85
|
let bilinear = get_bilinear_filter_uv(uv, vec2u(size));
|
|
86
86
|
let base = vec2i(bilinear.origin);
|
|
87
87
|
let f = bilinear.weights;
|
|
@@ -91,7 +91,7 @@ fn water_receiver_radiance(scene: texture_2d<f32>, depth: texture_2d<f32>, norma
|
|
|
91
91
|
for (var x = 0; x < 2; x++) {
|
|
92
92
|
let coord = clamp(base + vec2i(x,y), vec2i(0), size-1);
|
|
93
93
|
let tap = water_receiver_texel(depth, normals, coord, inverse_projection, inverse_view);
|
|
94
|
-
if (is_background(tap.depth) || (below_interface && tap.position
|
|
94
|
+
if (is_background(tap.depth) || (below_interface && dot(tap.position - surface, surface_normal) > WATER_LEVEL_TOLERANCE)
|
|
95
95
|
|| dot(center.normal, tap.normal) < 0.95
|
|
96
96
|
|| abs(dot(tap.position - center.position, center.normal)) > 0.02) { continue; }
|
|
97
97
|
let w = select(1.0-f.x, f.x, x == 1) * select(1.0-f.y, f.y, y == 1);
|
|
@@ -1,29 +1,15 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* The frame's water bodies on the GPU, as {@link WATER_BODIES_STRUCT}: one uniform buffer every
|
|
3
|
-
* consumer of the water medium binds.
|
|
4
|
-
*
|
|
5
|
-
* Rebuilt each frame from the surfaces in entity order — the order the water passes draw in — and
|
|
6
|
-
* each surface is told its row as `surface.body_index`. The derived fields are then integrated on
|
|
7
|
-
* the GPU, in a pass recorded at the head of the frame, so everything recorded after reads them.
|
|
8
|
-
*/
|
|
1
|
+
/** GPU work over the scene's water table; no per-body render commands or transient body uniforms. */
|
|
9
2
|
export class GPUWaterBodies {
|
|
10
|
-
|
|
11
|
-
|
|
12
|
-
|
|
13
|
-
*/
|
|
14
|
-
get buffer(): any;
|
|
15
|
-
dispose(): void;
|
|
16
|
-
/**
|
|
17
|
-
* @param {Object} options
|
|
18
|
-
* @param {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} options.graph
|
|
19
|
-
* @param {GPUDevice} options.device
|
|
20
|
-
* @param {Object[]} options.surfaces
|
|
21
|
-
*/
|
|
22
|
-
record({ graph, device, surfaces }: {
|
|
23
|
-
graph: import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
|
|
24
|
-
device: GPUDevice;
|
|
25
|
-
surfaces: any[];
|
|
3
|
+
record({ graph, scene }: {
|
|
4
|
+
graph: any;
|
|
5
|
+
scene: any;
|
|
26
6
|
}): void;
|
|
27
|
-
|
|
7
|
+
/** Ordered prefix expansion preserves equal-depth ownership, including after holes and reuse. */
|
|
8
|
+
meshlets({ graph, view, camera, meshlet_capacity }: {
|
|
9
|
+
graph: any;
|
|
10
|
+
view: any;
|
|
11
|
+
camera: any;
|
|
12
|
+
meshlet_capacity: any;
|
|
13
|
+
}): any;
|
|
28
14
|
}
|
|
29
15
|
//# sourceMappingURL=GPUWaterBodies.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"GPUWaterBodies.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/medium/GPUWaterBodies.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"GPUWaterBodies.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/medium/GPUWaterBodies.js"],"names":[],"mappings":"AAUA,qGAAqG;AACrG;IACI;;;aASC;IAED,iGAAiG;IACjG;;;;;YAsCC;CACJ"}
|