@woosh/meep-engine 3.47.0 → 3.49.0

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 (619) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +1 -2
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +2 -4
  5. package/editor/view/particles/effect/ParticleGraphEditorView.js +1 -1
  6. package/package.json +1 -1
  7. package/src/engine/ecs/async/WORKER_SYSTEM_PLAN.md +27 -11
  8. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  9. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +11 -0
  10. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +2 -2
  11. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
  12. package/src/engine/graphics/ecs/particles/ParticleEffect.js +7 -7
  13. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +8 -0
  14. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
  15. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +11 -3
  16. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +26 -0
  17. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts.map +1 -0
  18. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +91 -0
  19. package/src/engine/graphics3/GPUParticleEmitterSystem.js +2 -2
  20. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  21. package/src/engine/graphics3/GraphicsEngine.js +8 -1
  22. package/src/engine/graphics3/ParticipatingMedia.d.ts +84 -1
  23. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  24. package/src/engine/graphics3/ParticipatingMedia.js +139 -5
  25. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts +6 -2
  26. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts.map +1 -1
  27. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.js +29 -4
  28. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts +10 -0
  29. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts.map +1 -0
  30. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.js +38 -0
  31. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  32. package/src/engine/graphics3/ParticipatingMediaSystem.js +46 -3
  33. package/src/engine/network/NetworkSession.d.ts +16 -5
  34. package/src/engine/network/NetworkSession.d.ts.map +1 -1
  35. package/src/engine/network/NetworkSession.js +104 -7
  36. package/src/engine/network/README.md +27 -1
  37. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts +40 -18
  38. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts.map +1 -1
  39. package/src/engine/network/orchestrator/ServerAuthoritativeServer.js +180 -190
  40. package/src/engine/network/replication/Replicator.d.ts +15 -4
  41. package/src/engine/network/replication/Replicator.d.ts.map +1 -1
  42. package/src/engine/network/replication/Replicator.js +50 -16
  43. package/src/engine/network/state/RecordArrivalRing.d.ts +57 -0
  44. package/src/engine/network/state/RecordArrivalRing.d.ts.map +1 -0
  45. package/src/engine/network/state/RecordArrivalRing.js +144 -0
  46. package/src/engine/physics/cloth/MEASUREMENTS.md +354 -0
  47. package/src/engine/physics/cloth/PLAN.md +85 -5
  48. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +0 -12
  49. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  50. package/src/engine/physics/cloth/ecs/ClothInstance.js +0 -13
  51. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +2 -1
  52. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  53. package/src/engine/physics/cloth/ecs/ClothSystem.js +7 -1
  54. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  55. package/src/engine/physics/cloth/ecs/ClothWorld.js +4 -15
  56. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +2 -1
  57. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -1
  58. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +6 -1
  59. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  60. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +20 -10
  61. package/src/engine/physics/cloth/playground/collide.html +5 -3
  62. package/src/engine/physics/cloth/playground/collide_main.js +14 -13
  63. package/src/engine/physics/cloth/solver/ClothState.d.ts +30 -2
  64. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  65. package/src/engine/physics/cloth/solver/ClothState.js +62 -4
  66. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts +11 -3
  67. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts.map +1 -1
  68. package/src/engine/physics/cloth/solver/cloth_self_find.js +52 -11
  69. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts +42 -0
  70. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts.map +1 -0
  71. package/src/engine/physics/cloth/solver/cloth_self_radius.js +64 -0
  72. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +99 -24
  73. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  74. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +102 -25
  75. package/src/engine/physics/cloth/solver/cloth_step.d.ts +5 -1
  76. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  77. package/src/engine/physics/cloth/solver/cloth_step.js +13 -3
  78. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +0 -1
  79. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -1
  80. package/src/engine/physics/cloth/solver/cloth_step_instance.js +12 -14
  81. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts +23 -4
  82. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
  83. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +36 -8
  84. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.d.ts.map +1 -1
  85. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.js +4 -2
  86. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  87. package/src/shade/device/mock/SoftwareGPUDevice.d.ts +15 -0
  88. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  89. package/src/shade/device/mock/SoftwareGPUDevice.js +21 -0
  90. package/src/shade/device/pipeline/ComputePipelineManager.d.ts +20 -0
  91. package/src/shade/device/pipeline/ComputePipelineManager.d.ts.map +1 -1
  92. package/src/shade/device/pipeline/ComputePipelineManager.js +80 -6
  93. package/src/shade/device/pipeline/PipelineEnquiry.d.ts +52 -0
  94. package/src/shade/device/pipeline/PipelineEnquiry.d.ts.map +1 -0
  95. package/src/shade/device/pipeline/PipelineEnquiry.js +63 -0
  96. package/src/shade/device/pipeline/RenderPipelineManager.d.ts +21 -0
  97. package/src/shade/device/pipeline/RenderPipelineManager.d.ts.map +1 -1
  98. package/src/shade/device/pipeline/RenderPipelineManager.js +84 -4
  99. package/src/shade/playground/contact_shadows/ContactShadowLab.d.ts +137 -0
  100. package/src/shade/playground/contact_shadows/ContactShadowLab.d.ts.map +1 -0
  101. package/src/shade/playground/contact_shadows/ContactShadowLab.js +654 -0
  102. package/src/shade/playground/contact_shadows/README.md +126 -0
  103. package/src/shade/playground/contact_shadows/index.html +191 -0
  104. package/src/shade/playground/contact_shadows/main.d.ts +2 -0
  105. package/src/shade/playground/contact_shadows/main.d.ts.map +1 -0
  106. package/src/shade/playground/contact_shadows/main.js +888 -0
  107. package/src/shade/playground/contact_shadows/scenes.d.ts +48 -0
  108. package/src/shade/playground/contact_shadows/scenes.d.ts.map +1 -0
  109. package/src/shade/playground/contact_shadows/scenes.js +620 -0
  110. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.d.ts +36 -0
  111. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.d.ts.map +1 -0
  112. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.js +245 -0
  113. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.d.ts +15 -0
  114. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.d.ts.map +1 -0
  115. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.js +120 -0
  116. package/src/shade/playground/contact_shadows/shader_contact_lab_stats.d.ts +55 -0
  117. package/src/shade/playground/contact_shadows/shader_contact_lab_stats.d.ts.map +1 -0
  118. package/src/shade/playground/contact_shadows/shader_contact_lab_stats.js +216 -0
  119. package/src/shade/playground/contact_shadows/shader_contact_lab_view.d.ts +20 -0
  120. package/src/shade/playground/contact_shadows/shader_contact_lab_view.d.ts.map +1 -0
  121. package/src/shade/playground/contact_shadows/shader_contact_lab_view.js +114 -0
  122. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.d.ts +11 -0
  123. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.d.ts.map +1 -0
  124. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.js +90 -0
  125. package/src/shade/playground/contact_shadows/textures.d.ts +16 -0
  126. package/src/shade/playground/contact_shadows/textures.d.ts.map +1 -0
  127. package/src/shade/playground/contact_shadows/textures.js +123 -0
  128. package/src/shade/playground/particle_ecs/README.md +1 -1
  129. package/src/shade/playground/particle_ecs/effects/flame.json +1932 -1881
  130. package/src/shade/playground/particle_ecs/effects/smoke.json +99 -1
  131. package/src/shade/playground/particle_ecs/effects/soot.json +152 -145
  132. package/src/shade/playground/tonemap_sdr/README.md +90 -0
  133. package/src/shade/playground/tonemap_sdr/ToneMapCompare.d.ts +105 -0
  134. package/src/shade/playground/tonemap_sdr/ToneMapCompare.d.ts.map +1 -0
  135. package/src/shade/playground/tonemap_sdr/ToneMapCompare.js +380 -0
  136. package/src/shade/playground/tonemap_sdr/chunk_tonemap_gt7_sdr_reference.d.ts +32 -0
  137. package/src/shade/playground/tonemap_sdr/chunk_tonemap_gt7_sdr_reference.d.ts.map +1 -0
  138. package/src/shade/playground/tonemap_sdr/chunk_tonemap_gt7_sdr_reference.js +104 -0
  139. package/src/shade/playground/tonemap_sdr/index.html +90 -0
  140. package/src/shade/playground/tonemap_sdr/main.d.ts +2 -0
  141. package/src/shade/playground/tonemap_sdr/main.d.ts.map +1 -0
  142. package/src/shade/playground/tonemap_sdr/main.js +306 -0
  143. package/src/shade/playground/tonemap_sdr/scenes.d.ts +26 -0
  144. package/src/shade/playground/tonemap_sdr/scenes.d.ts.map +1 -0
  145. package/src/shade/playground/tonemap_sdr/scenes.js +404 -0
  146. package/src/shade/playground/volumetrics_froxel/main.d.ts.map +1 -1
  147. package/src/shade/playground/volumetrics_froxel/main.js +85 -4
  148. package/src/shade/playground/water_refraction/README.md +26 -18
  149. package/src/shade/playground/water_refraction/index.html +1 -1
  150. package/src/shade/renderer/Renderer.d.ts +35 -3
  151. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  152. package/src/shade/renderer/Renderer.js +208 -12
  153. package/src/shade/renderer/ShadeToneMappingMode.d.ts +14 -0
  154. package/src/shade/renderer/ShadeToneMappingMode.d.ts.map +1 -0
  155. package/src/shade/renderer/ShadeToneMappingMode.js +30 -0
  156. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +9 -0
  157. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  158. package/src/shade/renderer/animation/GPUAnimationManager.js +14 -0
  159. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  160. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +5 -3
  161. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts +7 -0
  162. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
  163. package/src/shade/renderer/buffer/table/GPUDatabase.js +12 -0
  164. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts +8 -0
  165. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts.map +1 -1
  166. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +12 -0
  167. package/src/shade/renderer/camera/GPUCameraContext.d.ts.map +1 -1
  168. package/src/shade/renderer/camera/GPUCameraContext.js +19 -8
  169. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.d.ts.map +1 -1
  170. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.js +4 -0
  171. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct.d.ts.map +1 -1
  172. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct.js +4 -0
  173. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_restir.d.ts.map +1 -1
  174. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_restir.js +4 -0
  175. package/src/shade/renderer/deferred/shader_deferred_main.d.ts.map +1 -1
  176. package/src/shade/renderer/deferred/shader_deferred_main.js +3 -0
  177. package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts +6 -0
  178. package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts.map +1 -1
  179. package/src/shade/renderer/deferred/shader_tonemap_HDR.js +13 -3
  180. package/src/shade/renderer/deferred/shader_tonemap_HDR_none.d.ts +9 -0
  181. package/src/shade/renderer/deferred/shader_tonemap_HDR_none.d.ts.map +1 -0
  182. package/src/shade/renderer/deferred/shader_tonemap_HDR_none.js +63 -0
  183. package/src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.d.ts +10 -0
  184. package/src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.d.ts.map +1 -0
  185. package/src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.js +87 -0
  186. package/src/shade/renderer/deferred/shader_tonemap_LDR.d.ts +6 -0
  187. package/src/shade/renderer/deferred/shader_tonemap_LDR.d.ts.map +1 -1
  188. package/src/shade/renderer/deferred/shader_tonemap_LDR.js +23 -5
  189. package/src/shade/renderer/deferred/shader_tonemap_LDR_none.d.ts +9 -0
  190. package/src/shade/renderer/deferred/shader_tonemap_LDR_none.d.ts.map +1 -0
  191. package/src/shade/renderer/deferred/shader_tonemap_LDR_none.js +68 -0
  192. package/src/shade/renderer/deferred/shader_tonemap_LDR_pbr_neutral.d.ts +10 -0
  193. package/src/shade/renderer/deferred/shader_tonemap_LDR_pbr_neutral.d.ts.map +1 -0
  194. package/src/shade/renderer/deferred/shader_tonemap_LDR_pbr_neutral.js +73 -0
  195. package/src/shade/renderer/geometry/meshlet/MeshletBatch.d.ts.map +1 -1
  196. package/src/shade/renderer/geometry/meshlet/MeshletBatch.js +58 -9
  197. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +35 -25
  198. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  199. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +97 -196
  200. package/src/shade/renderer/geometry/sdf/shader_build_sdf.d.ts.map +1 -1
  201. package/src/shade/renderer/geometry/sdf/shader_build_sdf.js +121 -129
  202. package/src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.d.ts.map +1 -1
  203. package/src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.js +3 -0
  204. package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.d.ts.map +1 -1
  205. package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.js +4 -0
  206. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.d.ts.map +1 -1
  207. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.js +4 -0
  208. package/src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.d.ts.map +1 -1
  209. package/src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.js +3 -0
  210. package/src/shade/renderer/global_illumination/lpv/deprecated/probe_trace_compute_shader_code.d.ts.map +1 -1
  211. package/src/shade/renderer/global_illumination/lpv/deprecated/probe_trace_compute_shader_code.js +4 -0
  212. package/src/shade/renderer/global_illumination/probe/octahedral/graph_sample_light_probes.d.ts.map +1 -1
  213. package/src/shade/renderer/global_illumination/probe/octahedral/graph_sample_light_probes.js +4 -0
  214. package/src/shade/renderer/global_illumination/shader_resolve_indirect_lighting.d.ts.map +1 -1
  215. package/src/shade/renderer/global_illumination/shader_resolve_indirect_lighting.js +4 -0
  216. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +131 -1
  217. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +7 -0
  218. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -1
  219. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +45 -38
  220. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +2 -0
  221. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts.map +1 -1
  222. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.js +81 -79
  223. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +2 -0
  224. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts.map +1 -1
  225. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +5 -3
  226. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_internal_children.d.ts +21 -0
  227. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_internal_children.d.ts.map +1 -0
  228. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_internal_children.js +42 -0
  229. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_morton_code.d.ts +19 -0
  230. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_morton_code.d.ts.map +1 -0
  231. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_morton_code.js +44 -0
  232. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +23 -5
  233. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -1
  234. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +139 -23
  235. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.d.ts +25 -0
  236. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.d.ts.map +1 -0
  237. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.js +179 -0
  238. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +2 -2
  239. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -1
  240. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +7 -16
  241. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +3 -4
  242. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -1
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@@ -1 +1 @@
1
- {"version":3,"file":"graph_cull_lights.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/cluster/cull/graph_cull_lights.js"],"names":[],"mappings":"AAmLA;;;;;;;GAOG;AACH;IAL+B,KAAK;IACG,MAAM;IACR,MAAM;IAChB,GAAG,EAAnB,MAAM;WAgChB"}
1
+ {"version":3,"file":"graph_cull_lights.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/cluster/cull/graph_cull_lights.js"],"names":[],"mappings":"AAuLA;;;;;GAKG;AACH,uDAFW,eAAe,QAMzB;AAED;;;;;;;GAOG;AACH;IAL+B,KAAK;IACG,MAAM;IACR,MAAM;IAChB,GAAG,EAAnB,MAAM;WAgChB;8BA/NY,OAAO,gDAAgD,EAAE,eAAe"}
@@ -1,218 +1,234 @@
1
- import { graph_import_buffer } from "../../../shader/graph/graph_import_buffer.js";
2
- import { BufferResourceDescriptor } from "../../../../device/graph/BufferResourceDescriptor.js";
3
- import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
4
- import {
5
- shader_cull_point_lights_frustum,
6
- shader_cull_spot_lights_frustum
7
- } from "./shader_cull_lights_frustum.js";
8
- import { shader_cull_lights_hzb } from "./shader_cull_lights_hzb.js";
9
-
10
- /**
11
- * Maximum number of lights we can filter through
12
- * @type {number}
13
- */
14
- const LIGHT_LIMIT = 16383; // note 2^14-1, the -1 is to accommodate the counter while maintaining alignment
15
-
16
-
17
- const OUTPUT_DESCRIPTOR = BufferResourceDescriptor.from(
18
- u32.size * (1 + LIGHT_LIMIT), // 64k
19
- GPUBufferUsage.STORAGE,
20
- 0, 16, // clear light count
21
- );
22
-
23
- /**
24
- * How many lights are eligible for clustered shading on this frame? Directional
25
- * lights are excluded — they are global and not bound to any cluster.
26
- *
27
- * @param {GPULightCollection} lights
28
- * @returns {number}
29
- */
30
- function clusterable_light_count(lights) {
31
- const source = lights.source.elements;
32
- let count = 0;
33
-
34
- for (let i = 0; i < source.length; i++) {
35
- const light = source[i];
36
-
37
- if (light.isPointLight === true || light.isSpotLight === true) {
38
- count++;
39
- }
40
- }
41
-
42
- return count;
43
- }
44
-
45
- /**
46
- *
47
- * @param {Object} options
48
- * @param {GPULightCollection} options.lights
49
- * @param {number} options.camera graph handle of the camera uniform
50
- * @param {number} options.light_data graph handle of the light database buffer
51
- * @param {FrameGraph} options.graph
52
- * @return {number}
53
- */
54
- function graph_cull_lights_frustum({ lights, camera, light_data, graph }) {
55
- /**
56
- *
57
- * @param data
58
- * @param {FramePassResources} resources
59
- * @param {GraphicsExecutionContext} context
60
- */
61
- function execute(data, resources, context) {
62
-
63
- const output = resources.get(data.output);
64
- const camera_buffer = resources.get(data.camera);
65
- const light_buffer = resources.get(data.light_data);
66
-
67
- // Per-thread dispatch — one thread per (page, in_page_slot)
68
- // pair, sized to the table's currently allocated capacity.
69
- // Threads landing on unallocated pages or unoccupied slots
70
- // early-return; visible lights are atomically appended to
71
- // the output buffer.
72
- const point_table = lights.database.get('light_point');
73
- const spot_table = lights.database.get('light_spot');
74
- const point_thread_count = point_table.dispatch_page_count * point_table.descriptor.elements_per_page;
75
- const spot_thread_count = spot_table.dispatch_page_count * spot_table.descriptor.elements_per_page;
76
-
77
- shader_cull_point_lights_frustum.dispatchThreads({
78
- encoder: context.encoder,
79
- bindings: {
80
- camera: camera_buffer,
81
- light_data: light_buffer,
82
- output,
83
- },
84
- thread_count_x: point_thread_count,
85
- });
86
-
87
- shader_cull_spot_lights_frustum.dispatchThreads({
88
- encoder: context.encoder,
89
- bindings: {
90
- camera: camera_buffer,
91
- light_data: light_buffer,
92
- output,
93
- },
94
- thread_count_x: spot_thread_count,
95
- });
96
-
97
- }
98
-
99
- const data = {};
100
-
101
- const pass = graph.add("cull lights / frustum", data, execute);
102
-
103
- data.camera = pass.read(camera);
104
- data.light_data = pass.read(light_data);
105
- data.output = pass.create("list", OUTPUT_DESCRIPTOR);
106
-
107
- return data.output;
108
- }
109
-
110
-
111
- /**
112
- *
113
- * @param {Object} options
114
- * @param {number} options.list
115
- * @param {GPULightCollection} options.lights
116
- * @param {number} options.camera graph handle of the camera uniform
117
- * @param {number} options.light_data graph handle of the light database buffer
118
- * @param {FrameGraph} options.graph
119
- * @param {number} options.hzb
120
- * @return {number}
121
- */
122
- function graph_cull_lights_hzb({
123
- list,
124
- lights,
125
- camera,
126
- light_data,
127
- graph,
128
- hzb
129
- }) {
130
- /**
131
- *
132
- * @param data
133
- * @param {FramePassResources} resources
134
- * @param {GraphicsExecutionContext} context
135
- */
136
- function execute(data, resources, context) {
137
-
138
- const input = resources.get(data.input);
139
- const output = resources.get(data.output);
140
- const hzb = resources.get(data.hzb);
141
- const camera_buffer = resources.get(data.camera);
142
- const light_buffer = resources.get(data.light_data);
143
-
144
- const candidate_count = clusterable_light_count(lights);
145
-
146
- if (candidate_count <= 0) {
147
- // TODO should use indirect dispatch
148
- // no culling work
149
- return;
150
- }
151
-
152
- // TODO use indirect dispatch
153
- shader_cull_lights_hzb.dispatchThreads({
154
- encoder: context.encoder,
155
- bindings: {
156
- texture_hzb: hzb,
157
- camera: camera_buffer,
158
- input,
159
- light_data: light_buffer,
160
- output,
161
- },
162
- thread_count_x: candidate_count,
163
- });
164
-
165
- }
166
-
167
- const data = {};
168
-
169
- const pass = graph.add("cull lights / HZB", data, execute);
170
-
171
- data.input = pass.read(list);
172
- data.hzb = pass.read(hzb);
173
- data.camera = pass.read(camera);
174
- data.light_data = pass.read(light_data);
175
- data.output = pass.create("output", OUTPUT_DESCRIPTOR);
176
-
177
- return data.output;
178
- }
179
-
180
- /**
181
- *
182
- * @param {Object} options
183
- * @param {FrameGraph} options.graph
184
- * @param {GPULightCollection} options.lights
185
- * @param {GPUCameraContext} options.camera
186
- * @param {number} options.hzb
187
- */
188
- export function graph_cull_lights({
189
- graph,
190
- lights,
191
- camera,
192
- hzb,
193
- }) {
194
-
195
- // TODO cull useless lights where radius is <= 0 or total luma is <= 0
196
-
197
- /*
198
- Imported once and threaded, rather than reached for through the captured `camera` and `lights`
199
- inside each execute. A pass binding a buffer off a captured object is a reader the graph cannot
200
- see: culling, ordering and `validate()` all reason about declared handles only, and the DOT and
201
- JSON exports and the profiler's topology show the pass with no inputs at all. Once per call
202
- rather than once per pass, because two imports of one buffer are two entries the graph cannot
203
- tell apart — see `graph_particles.js`, which states the same rule.
204
- */
205
- const gr_camera = graph_import_buffer(graph, camera.buffer.buffer, "Camera/current");
206
- const gr_light_data = graph_import_buffer(graph, lights.buffer_data, "lights/database");
207
-
208
- let culled = graph_cull_lights_frustum({ lights, camera: gr_camera, light_data: gr_light_data, graph });
209
-
210
- return graph_cull_lights_hzb({
211
- list: culled,
212
- lights,
213
- camera: gr_camera,
214
- light_data: gr_light_data,
215
- graph,
216
- hzb,
217
- });
218
- }
1
+ import { graph_import_buffer } from "../../../shader/graph/graph_import_buffer.js";
2
+ import { BufferResourceDescriptor } from "../../../../device/graph/BufferResourceDescriptor.js";
3
+ import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
4
+ import {
5
+ shader_cull_point_lights_frustum,
6
+ shader_cull_spot_lights_frustum
7
+ } from "./shader_cull_lights_frustum.js";
8
+ import { shader_cull_lights_hzb } from "./shader_cull_lights_hzb.js";
9
+
10
+ /**
11
+ * @typedef {import("../../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry} PipelineEnquiry
12
+ */
13
+
14
+ /**
15
+ * Maximum number of lights we can filter through
16
+ * @type {number}
17
+ */
18
+ const LIGHT_LIMIT = 16383; // note 2^14-1, the -1 is to accommodate the counter while maintaining alignment
19
+
20
+
21
+ const OUTPUT_DESCRIPTOR = BufferResourceDescriptor.from(
22
+ u32.size * (1 + LIGHT_LIMIT), // 64k
23
+ GPUBufferUsage.STORAGE,
24
+ 0, 16, // clear light count
25
+ );
26
+
27
+ /**
28
+ * How many lights are eligible for clustered shading on this frame? Directional
29
+ * lights are excluded — they are global and not bound to any cluster.
30
+ *
31
+ * @param {GPULightCollection} lights
32
+ * @returns {number}
33
+ */
34
+ function clusterable_light_count(lights) {
35
+ const source = lights.source.elements;
36
+ let count = 0;
37
+
38
+ for (let i = 0; i < source.length; i++) {
39
+ const light = source[i];
40
+
41
+ if (light.isPointLight === true || light.isSpotLight === true) {
42
+ count++;
43
+ }
44
+ }
45
+
46
+ return count;
47
+ }
48
+
49
+ /**
50
+ *
51
+ * @param {Object} options
52
+ * @param {GPULightCollection} options.lights
53
+ * @param {number} options.camera graph handle of the camera uniform
54
+ * @param {number} options.light_data graph handle of the light database buffer
55
+ * @param {FrameGraph} options.graph
56
+ * @return {number}
57
+ */
58
+ function graph_cull_lights_frustum({ lights, camera, light_data, graph }) {
59
+ /**
60
+ *
61
+ * @param data
62
+ * @param {FramePassResources} resources
63
+ * @param {GraphicsExecutionContext} context
64
+ */
65
+ function execute(data, resources, context) {
66
+
67
+ const output = resources.get(data.output);
68
+ const camera_buffer = resources.get(data.camera);
69
+ const light_buffer = resources.get(data.light_data);
70
+
71
+ // Per-thread dispatch — one thread per (page, in_page_slot)
72
+ // pair, sized to the table's currently allocated capacity.
73
+ // Threads landing on unallocated pages or unoccupied slots
74
+ // early-return; visible lights are atomically appended to
75
+ // the output buffer.
76
+ const point_table = lights.database.get('light_point');
77
+ const spot_table = lights.database.get('light_spot');
78
+ const point_thread_count = point_table.dispatch_page_count * point_table.descriptor.elements_per_page;
79
+ const spot_thread_count = spot_table.dispatch_page_count * spot_table.descriptor.elements_per_page;
80
+
81
+ shader_cull_point_lights_frustum.dispatchThreads({
82
+ encoder: context.encoder,
83
+ bindings: {
84
+ camera: camera_buffer,
85
+ light_data: light_buffer,
86
+ output,
87
+ },
88
+ thread_count_x: point_thread_count,
89
+ });
90
+
91
+ shader_cull_spot_lights_frustum.dispatchThreads({
92
+ encoder: context.encoder,
93
+ bindings: {
94
+ camera: camera_buffer,
95
+ light_data: light_buffer,
96
+ output,
97
+ },
98
+ thread_count_x: spot_thread_count,
99
+ });
100
+
101
+ }
102
+
103
+ const data = {};
104
+
105
+ const pass = graph.add("cull lights / frustum", data, execute);
106
+
107
+ data.camera = pass.read(camera);
108
+ data.light_data = pass.read(light_data);
109
+ data.output = pass.create("list", OUTPUT_DESCRIPTOR);
110
+
111
+ return data.output;
112
+ }
113
+
114
+
115
+ /**
116
+ *
117
+ * @param {Object} options
118
+ * @param {number} options.list
119
+ * @param {GPULightCollection} options.lights
120
+ * @param {number} options.camera graph handle of the camera uniform
121
+ * @param {number} options.light_data graph handle of the light database buffer
122
+ * @param {FrameGraph} options.graph
123
+ * @param {number} options.hzb
124
+ * @return {number}
125
+ */
126
+ function graph_cull_lights_hzb({
127
+ list,
128
+ lights,
129
+ camera,
130
+ light_data,
131
+ graph,
132
+ hzb
133
+ }) {
134
+ /**
135
+ *
136
+ * @param data
137
+ * @param {FramePassResources} resources
138
+ * @param {GraphicsExecutionContext} context
139
+ */
140
+ function execute(data, resources, context) {
141
+
142
+ const input = resources.get(data.input);
143
+ const output = resources.get(data.output);
144
+ const hzb = resources.get(data.hzb);
145
+ const camera_buffer = resources.get(data.camera);
146
+ const light_buffer = resources.get(data.light_data);
147
+
148
+ const candidate_count = clusterable_light_count(lights);
149
+
150
+ if (candidate_count <= 0) {
151
+ // TODO should use indirect dispatch
152
+ // no culling work
153
+ return;
154
+ }
155
+
156
+ // TODO use indirect dispatch
157
+ shader_cull_lights_hzb.dispatchThreads({
158
+ encoder: context.encoder,
159
+ bindings: {
160
+ texture_hzb: hzb,
161
+ camera: camera_buffer,
162
+ input,
163
+ light_data: light_buffer,
164
+ output,
165
+ },
166
+ thread_count_x: candidate_count,
167
+ });
168
+
169
+ }
170
+
171
+ const data = {};
172
+
173
+ const pass = graph.add("cull lights / HZB", data, execute);
174
+
175
+ data.input = pass.read(list);
176
+ data.hzb = pass.read(hzb);
177
+ data.camera = pass.read(camera);
178
+ data.light_data = pass.read(light_data);
179
+ data.output = pass.create("output", OUTPUT_DESCRIPTOR);
180
+
181
+ return data.output;
182
+ }
183
+
184
+ /**
185
+ * Offer the pipelines {@link graph_cull_lights} dispatches when the scene has point or spot lights —
186
+ * see {@link PipelineEnquiry}.
187
+ *
188
+ * @param {PipelineEnquiry} enquiry
189
+ */
190
+ export function enquire_cull_lights_pipelines(enquiry) {
191
+ enquiry.compute.push(shader_cull_point_lights_frustum.pipeline);
192
+ enquiry.compute.push(shader_cull_spot_lights_frustum.pipeline);
193
+ enquiry.compute.push(shader_cull_lights_hzb.pipeline);
194
+ }
195
+
196
+ /**
197
+ *
198
+ * @param {Object} options
199
+ * @param {FrameGraph} options.graph
200
+ * @param {GPULightCollection} options.lights
201
+ * @param {GPUCameraContext} options.camera
202
+ * @param {number} options.hzb
203
+ */
204
+ export function graph_cull_lights({
205
+ graph,
206
+ lights,
207
+ camera,
208
+ hzb,
209
+ }) {
210
+
211
+ // TODO cull useless lights where radius is <= 0 or total luma is <= 0
212
+
213
+ /*
214
+ Imported once and threaded, rather than reached for through the captured `camera` and `lights`
215
+ inside each execute. A pass binding a buffer off a captured object is a reader the graph cannot
216
+ see: culling, ordering and `validate()` all reason about declared handles only, and the DOT and
217
+ JSON exports and the profiler's topology show the pass with no inputs at all. Once per call
218
+ rather than once per pass, because two imports of one buffer are two entries the graph cannot
219
+ tell apart — see `graph_particles.js`, which states the same rule.
220
+ */
221
+ const gr_camera = graph_import_buffer(graph, camera.buffer.buffer, "Camera/current");
222
+ const gr_light_data = graph_import_buffer(graph, lights.buffer_data, "lights/database");
223
+
224
+ let culled = graph_cull_lights_frustum({ lights, camera: gr_camera, light_data: gr_light_data, graph });
225
+
226
+ return graph_cull_lights_hzb({
227
+ list: culled,
228
+ lights,
229
+ camera: gr_camera,
230
+ light_data: gr_light_data,
231
+ graph,
232
+ hzb,
233
+ });
234
+ }
@@ -1,3 +1,9 @@
1
+ /**
2
+ * Offer the pipeline {@link graph_assign_clsuters} dispatches — see {@link PipelineEnquiry}.
3
+ *
4
+ * @param {PipelineEnquiry} enquiry
5
+ */
6
+ export function enquire_assign_clusters_pipelines(enquiry: PipelineEnquiry): void;
1
7
  /**
2
8
  *
3
9
  * @param {Object} options
@@ -19,4 +25,5 @@ export function graph_assign_clsuters({ graph, camera, lights, list, resolution,
19
25
  cluster_data: number;
20
26
  cluster_parameters: number;
21
27
  };
28
+ export type PipelineEnquiry = import("../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry;
22
29
  //# sourceMappingURL=graph_assign_clsuters.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"graph_assign_clsuters.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/light/cluster/graph_assign_clsuters.js"],"names":[],"mappings":"AA2CA;;;;;;;;;GASG;AACH;IAP+B,KAAK;IACC,MAAM;IACJ,MAAM;IAClB,IAAI,EAApB,MAAM;IACY,UAAU,EAA5B,MAAM,EAAE;IACP;IAAC,cAAc,EAAC,MAAM,CAAC;IAAC,YAAY,EAAC,MAAM,CAAC;IAAC,kBAAkB,EAAC,MAAM,CAAA;CAAC,CAuHlF"}
1
+ {"version":3,"file":"graph_assign_clsuters.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/light/cluster/graph_assign_clsuters.js"],"names":[],"mappings":"AA+CA;;;;GAIG;AACH,2DAFW,eAAe,QAIzB;AAED;;;;;;;;;GASG;AACH;IAP+B,KAAK;IACC,MAAM;IACJ,MAAM;IAClB,IAAI,EAApB,MAAM;IACY,UAAU,EAA5B,MAAM,EAAE;IACP;IAAC,cAAc,EAAC,MAAM,CAAC;IAAC,YAAY,EAAC,MAAM,CAAC;IAAC,kBAAkB,EAAC,MAAM,CAAA;CAAC,CAuHlF;8BAvKY,OAAO,6CAA6C,EAAE,eAAe"}
@@ -13,6 +13,10 @@ import {
13
13
  shader_cluster_assign_lights
14
14
  } from "./shader_cluster_assign_lights.js";
15
15
 
16
+ /**
17
+ * @typedef {import("../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry} PipelineEnquiry
18
+ */
19
+
16
20
 
17
21
  /**
18
22
  * cluster datastructures can get quite large quickly, we control this by exploiting a basic assumption that local lights tend to affect only small part of the scene
@@ -41,6 +45,15 @@ function estimate_cluster_data_limit(total_cluster_count) {
41
45
 
42
46
  }
43
47
 
48
+ /**
49
+ * Offer the pipeline {@link graph_assign_clsuters} dispatches — see {@link PipelineEnquiry}.
50
+ *
51
+ * @param {PipelineEnquiry} enquiry
52
+ */
53
+ export function enquire_assign_clusters_pipelines(enquiry) {
54
+ enquiry.compute.push(shader_cluster_assign_lights.pipeline);
55
+ }
56
+
44
57
  /**
45
58
  *
46
59
  * @param {Object} options
@@ -1,3 +1,9 @@
1
+ /**
2
+ * Offer the pipelines {@link graph_build_light_clusters} dispatches — see {@link PipelineEnquiry}.
3
+ *
4
+ * @param {PipelineEnquiry} enquiry
5
+ */
6
+ export function enquire_build_light_clusters_pipelines(enquiry: PipelineEnquiry): void;
1
7
  /**
2
8
  *
3
9
  * @param {Object} options
@@ -24,4 +30,5 @@ export function graph_build_light_clusters({ graph, lights, hzb, camera, resolut
24
30
  lookup: number;
25
31
  parameters: number;
26
32
  };
33
+ export type PipelineEnquiry = import("../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry;
27
34
  //# sourceMappingURL=graph_build_light_clusters.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"graph_build_light_clusters.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/light/cluster/graph_build_light_clusters.js"],"names":[],"mappings":"AAKA;;;;;;;;GAQG;AACH;IAN+B,KAAK;IACG,MAAM;IAClB,GAAG,EAAnB,MAAM;IACoB,MAAM;IACd,UAAU,EAA5B,MAAM,EAAE;;IAsEX;;OAEG;UADO,MAAM;IAGhB;;OAEG;YADO,MAAM;;EAKvB"}
1
+ {"version":3,"file":"graph_build_light_clusters.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/light/cluster/graph_build_light_clusters.js"],"names":[],"mappings":"AASA;;;;GAIG;AACH,gEAFW,eAAe,QAKzB;AAED;;;;;;;;GAQG;AACH;IAN+B,KAAK;IACG,MAAM;IAClB,GAAG,EAAnB,MAAM;IACoB,MAAM;IACd,UAAU,EAA5B,MAAM,EAAE;;IAsEX;;OAEG;UADO,MAAM;IAGhB;;OAEG;YADO,MAAM;;EAKvB;8BAtGY,OAAO,6CAA6C,EAAE,eAAe"}
@@ -1,8 +1,22 @@
1
- import { graph_cull_lights } from "./cull/graph_cull_lights.js";
2
- import { graph_assign_clsuters } from "./graph_assign_clsuters.js";
1
+ import { enquire_cull_lights_pipelines, graph_cull_lights } from "./cull/graph_cull_lights.js";
2
+ import { enquire_assign_clusters_pipelines, graph_assign_clsuters } from "./graph_assign_clsuters.js";
3
+
4
+ /**
5
+ * @typedef {import("../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry} PipelineEnquiry
6
+ */
3
7
 
4
8
  let debug_count = 0;
5
9
 
10
+ /**
11
+ * Offer the pipelines {@link graph_build_light_clusters} dispatches — see {@link PipelineEnquiry}.
12
+ *
13
+ * @param {PipelineEnquiry} enquiry
14
+ */
15
+ export function enquire_build_light_clusters_pipelines(enquiry) {
16
+ enquire_cull_lights_pipelines(enquiry);
17
+ enquire_assign_clusters_pipelines(enquiry);
18
+ }
19
+
6
20
  /**
7
21
  *
8
22
  * @param {Object} options
@@ -1,7 +1,17 @@
1
+ /**
2
+ * @typedef {import("../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry} PipelineEnquiry
3
+ */
4
+ /**
5
+ * Offer the pipeline {@link execute_filter_environment_map} dispatches — see {@link PipelineEnquiry}.
6
+ *
7
+ * @param {PipelineEnquiry} enquiry
8
+ */
9
+ export function enquire_filter_environment_map_pipelines(enquiry: PipelineEnquiry): void;
1
10
  /**
2
11
  *
3
12
  * @param {GPUTextureContext} map
4
13
  * @param {ShadeGPUCommandContext} encoder
5
14
  */
6
15
  export function execute_filter_environment_map(map: GPUTextureContext, encoder: ShadeGPUCommandContext): void;
16
+ export type PipelineEnquiry = import("../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry;
7
17
  //# sourceMappingURL=execute_filter_environment_map.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"execute_filter_environment_map.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/light/environment/execute_filter_environment_map.js"],"names":[],"mappings":"AAKA;;;;GAIG;AACH,8GAmDC"}
1
+ {"version":3,"file":"execute_filter_environment_map.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/light/environment/execute_filter_environment_map.js"],"names":[],"mappings":"AAKA;;GAEG;AAEH;;;;GAIG;AACH,kEAFW,eAAe,QAIzB;AAED;;;;GAIG;AACH,8GAmDC;8BApEY,OAAO,6CAA6C,EAAE,eAAe"}
@@ -3,6 +3,19 @@ import { TextureViewDescriptor } from "../../../descriptor/texture/TextureViewDe
3
3
  import { SPHERE_PROBE_MIPMAP_LEVELS } from "./DEFINES.js";
4
4
  import { shader_convolve_reflection_map } from "./shader_convolve_reflection_map.js";
5
5
 
6
+ /**
7
+ * @typedef {import("../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry} PipelineEnquiry
8
+ */
9
+
10
+ /**
11
+ * Offer the pipeline {@link execute_filter_environment_map} dispatches — see {@link PipelineEnquiry}.
12
+ *
13
+ * @param {PipelineEnquiry} enquiry
14
+ */
15
+ export function enquire_filter_environment_map_pipelines(enquiry) {
16
+ enquiry.compute.push(shader_convolve_reflection_map.pipeline);
17
+ }
18
+
6
19
  /**
7
20
  *
8
21
  * @param {GPUTextureContext} map
@@ -1 +1 @@
1
- {"version":3,"file":"GPULightMap.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/lightmap/GPULightMap.js"],"names":[],"mappings":"AAmBA;IAgCI;;;OAGG;IACH,+BA6CC;IA/ED;;;OAGG;IACH,WAFU,iBAAiB,GAAC,IAAI,CAEf;IACjB;;;OAGG;IACH,cAFU,iBAAiB,GAAC,IAAI,CAEZ;IACpB;;;OAGG;IACH,cAFU,iBAAiB,GAAC,IAAI,CAEZ;IAEpB;;;OAGG;IACH,aAFU,iBAAiB,GAAC,IAAI,CAEb;IAEnB;;;OAGG;IACH,yBAEC;IA2ED;;;;OAIG;IACH,wEAmCC;IA6BD;;OAEG;IACH,oBA2DC;IAED,iBA4EC;IAED;;;;OAIG;IACH,kEAQC;;CAEJ;kCAzViC,iCAAiC"}
1
+ {"version":3,"file":"GPULightMap.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/lightmap/GPULightMap.js"],"names":[],"mappings":"AAoBA;IAgCI;;;OAGG;IACH,+BA6CC;IA/ED;;;OAGG;IACH,WAFU,iBAAiB,GAAC,IAAI,CAEf;IACjB;;;OAGG;IACH,cAFU,iBAAiB,GAAC,IAAI,CAEZ;IACpB;;;OAGG;IACH,cAFU,iBAAiB,GAAC,IAAI,CAEZ;IAEpB;;;OAGG;IACH,aAFU,iBAAiB,GAAC,IAAI,CAEb;IAEnB;;;OAGG;IACH,yBAEC;IA2ED;;;;OAIG;IACH,wEAmCC;IA6BD;;OAEG;IACH,oBA6DC;IAED,iBA4EC;IAED;;;;OAIG;IACH,kEAQC;;CAEJ;kCA5ViC,iCAAiC"}
@@ -11,6 +11,7 @@ import { graph_draw_lightmap_viz_buffer } from "./bake/raster/graph_draw_lightma
11
11
  import { shader_lightmap_denoise_sh } from "./bake/shader_lightmap_denoise_sh.js";
12
12
  import { shader_lightmap_dilate } from "./bake/shader_lightmap_dilate.js";
13
13
  import { shader_lightmap_viz_to_sh } from "./bake/shader_lightmap_viz_to_sh.js";
14
+ import { PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR } from "../volumetrics/noise/PARTICIPATING_MEDIA_NOISE.js";
14
15
  import { DEFAULT_LIGHTMAP_RESOLUTION } from "./DEFAULT_LIGHTMAP_RESOLUTION.js";
15
16
 
16
17
  const MAX_LIGHT_MAP_SIZE = DEFAULT_LIGHTMAP_RESOLUTION;
@@ -233,6 +234,8 @@ export class GPULightMap {
233
234
 
234
235
  light_data: scene_ctx.lights.buffer_data,
235
236
  tEnvironment: scene_ctx.lights.environment.obtainView(),
237
+ tParticipatingMediaNoise: scene_ctx.volumetrics.noise_atlas.texture.obtainView(),
238
+ sParticipatingMediaNoise: graphics.samplers.obtain(PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR),
236
239
 
237
240
  tlas: scene_ctx.tlas.buffer,
238
241
  blas_lookup: scene_ctx.geometries.blas.buffer_metadata,
@@ -1 +1 @@
1
- {"version":3,"file":"shader_lightmap_viz_to_irradiance_flat.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/lightmap/bake/shader_lightmap_viz_to_irradiance_flat.js"],"names":[],"mappings":"AAsOA,iEASE;4BArM0B,6BAA6B"}
1
+ {"version":3,"file":"shader_lightmap_viz_to_irradiance_flat.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/lightmap/bake/shader_lightmap_viz_to_irradiance_flat.js"],"names":[],"mappings":"AA0OA,iEASE;4BAzM0B,6BAA6B"}