@woosh/meep-engine 3.47.0 → 3.50.0

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 (1770) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +12 -2
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +30 -4
  5. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  6. package/editor/view/particles/effect/ParticleGraphEditorView.js +3 -1
  7. package/package.json +1 -1
  8. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts +11 -0
  9. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts.map +1 -0
  10. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.js +40 -0
  11. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts +24 -0
  12. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts.map +1 -0
  13. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.js +80 -0
  14. package/src/core/geom/3d/shape/PosedShape3D.d.ts +10 -0
  15. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  16. package/src/core/geom/3d/shape/PosedShape3D.js +50 -11
  17. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +37 -0
  18. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  19. package/src/core/geom/3d/shape/TransformedShape3D.js +73 -49
  20. package/src/core/geom/3d/shape/UnionShape3D.d.ts +13 -0
  21. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  22. package/src/core/geom/3d/shape/UnionShape3D.js +17 -4
  23. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts +65 -0
  24. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts.map +1 -0
  25. package/src/core/geom/3d/shape/record/ShapeRecord.js +72 -0
  26. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts +13 -0
  27. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts.map +1 -0
  28. package/src/core/geom/3d/shape/record/ShapeRecordKind.js +39 -0
  29. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts +19 -0
  30. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts.map +1 -0
  31. package/src/core/geom/3d/shape/record/shape_record_local_bounds.js +61 -0
  32. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts +88 -0
  33. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts.map +1 -0
  34. package/src/core/geom/3d/shape/record/shape_record_pack.js +418 -0
  35. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts +23 -0
  36. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts.map +1 -0
  37. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.js +69 -0
  38. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts +52 -0
  39. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts.map +1 -0
  40. package/src/core/geom/3d/shape/record/shape_record_signed_distance.js +135 -0
  41. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +7 -0
  42. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  43. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +7 -0
  44. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts +3 -0
  45. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts.map +1 -1
  46. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js +19 -13
  47. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts +141 -0
  48. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts.map +1 -0
  49. package/src/core/geom/clipmap/ClipmapWindowSet.js +301 -0
  50. package/src/core/geom/clipmap/clipmap_select_finest.d.ts +20 -0
  51. package/src/core/geom/clipmap/clipmap_select_finest.d.ts.map +1 -0
  52. package/src/core/geom/clipmap/clipmap_select_finest.js +53 -0
  53. package/src/core/geom/clipmap/quantize_hysteretic.d.ts +22 -0
  54. package/src/core/geom/clipmap/quantize_hysteretic.d.ts.map +1 -0
  55. package/src/core/geom/clipmap/quantize_hysteretic.js +33 -0
  56. package/src/core/geom/clipmap/window_scroll_regions.d.ts +25 -0
  57. package/src/core/geom/clipmap/window_scroll_regions.d.ts.map +1 -0
  58. package/src/core/geom/clipmap/window_scroll_regions.js +83 -0
  59. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts +59 -0
  60. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts.map +1 -0
  61. package/src/core/geom/vec3/v3_clamp_to_cone.js +197 -0
  62. package/src/core/math/falloff_quadratic.d.ts +13 -0
  63. package/src/core/math/falloff_quadratic.d.ts.map +1 -0
  64. package/src/core/math/falloff_quadratic.js +20 -0
  65. package/src/core/math/physics/fluid/vortex_swirl.d.ts +40 -0
  66. package/src/core/math/physics/fluid/vortex_swirl.d.ts.map +1 -0
  67. package/src/core/math/physics/fluid/vortex_swirl.js +91 -0
  68. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts +27 -0
  69. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts.map +1 -0
  70. package/src/core/math/physics/kinematics/rigid_velocity_at_point.js +40 -0
  71. package/src/engine/EngineHarness.d.ts.map +1 -1
  72. package/src/engine/EngineHarness.js +6 -0
  73. package/src/engine/ecs/EntityComponentDataset.d.ts +48 -4
  74. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  75. package/src/engine/ecs/EntityComponentDataset.js +120 -11
  76. package/src/engine/ecs/async/WORKER_SYSTEM_PLAN.md +27 -11
  77. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
  78. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
  79. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  80. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +13 -0
  81. package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
  82. package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
  83. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +2 -2
  84. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
  85. package/src/engine/graphics/ecs/particles/ParticleEffect.js +7 -7
  86. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +8 -0
  87. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
  88. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +11 -3
  89. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +26 -0
  90. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts.map +1 -0
  91. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +91 -0
  92. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
  93. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
  94. package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
  95. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
  96. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
  97. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
  98. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
  99. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
  100. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
  101. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
  102. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
  103. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
  104. package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
  105. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
  106. package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
  107. package/src/engine/graphics3/GPUParticleEmitterSystem.js +2 -2
  108. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  109. package/src/engine/graphics3/GraphicsEngine.js +8 -1
  110. package/src/engine/graphics3/ParticipatingMedia.d.ts +90 -1
  111. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  112. package/src/engine/graphics3/ParticipatingMedia.js +145 -5
  113. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts +6 -2
  114. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts.map +1 -1
  115. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.js +29 -4
  116. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts +10 -0
  117. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts.map +1 -0
  118. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.js +38 -0
  119. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
  120. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  121. package/src/engine/graphics3/ParticipatingMediaSystem.js +236 -45
  122. package/src/engine/graphics3/WaterSystem.d.ts +9 -2
  123. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  124. package/src/engine/graphics3/WaterSystem.js +53 -15
  125. package/src/engine/network/NetworkSession.d.ts +16 -5
  126. package/src/engine/network/NetworkSession.d.ts.map +1 -1
  127. package/src/engine/network/NetworkSession.js +104 -7
  128. package/src/engine/network/README.md +27 -1
  129. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts +40 -18
  130. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts.map +1 -1
  131. package/src/engine/network/orchestrator/ServerAuthoritativeServer.js +180 -190
  132. package/src/engine/network/replication/Replicator.d.ts +15 -4
  133. package/src/engine/network/replication/Replicator.d.ts.map +1 -1
  134. package/src/engine/network/replication/Replicator.js +50 -16
  135. package/src/engine/network/state/RecordArrivalRing.d.ts +57 -0
  136. package/src/engine/network/state/RecordArrivalRing.d.ts.map +1 -0
  137. package/src/engine/network/state/RecordArrivalRing.js +144 -0
  138. package/src/engine/physics/cloth/MEASUREMENTS.md +393 -0
  139. package/src/engine/physics/cloth/PLAN.md +106 -7
  140. package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
  141. package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
  142. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
  143. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
  144. package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
  145. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
  146. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
  147. package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
  148. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
  149. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  150. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
  151. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -21
  152. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  153. package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -22
  154. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +5 -3
  155. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  156. package/src/engine/physics/cloth/ecs/ClothSystem.js +10 -3
  157. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
  158. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  159. package/src/engine/physics/cloth/ecs/ClothWorld.js +140 -43
  160. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +2 -1
  161. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -1
  162. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +6 -1
  163. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  164. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +20 -10
  165. package/src/engine/physics/cloth/playground/README.md +8 -4
  166. package/src/engine/physics/cloth/playground/collide.html +5 -3
  167. package/src/engine/physics/cloth/playground/collide_main.js +14 -13
  168. package/src/engine/physics/cloth/playground/wind.html +4 -4
  169. package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
  170. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
  171. package/src/engine/physics/cloth/playground/wind_build.js +4 -3
  172. package/src/engine/physics/cloth/playground/wind_main.js +58 -19
  173. package/src/engine/physics/cloth/solver/ClothState.d.ts +30 -2
  174. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  175. package/src/engine/physics/cloth/solver/ClothState.js +62 -4
  176. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts +11 -3
  177. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts.map +1 -1
  178. package/src/engine/physics/cloth/solver/cloth_self_find.js +52 -11
  179. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts +42 -0
  180. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts.map +1 -0
  181. package/src/engine/physics/cloth/solver/cloth_self_radius.js +64 -0
  182. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +99 -24
  183. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  184. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +102 -25
  185. package/src/engine/physics/cloth/solver/cloth_step.d.ts +5 -1
  186. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  187. package/src/engine/physics/cloth/solver/cloth_step.js +13 -3
  188. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +0 -1
  189. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -1
  190. package/src/engine/physics/cloth/solver/cloth_step_instance.js +12 -14
  191. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts +23 -4
  192. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
  193. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +36 -8
  194. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.d.ts.map +1 -1
  195. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.js +4 -2
  196. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
  197. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
  198. package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
  199. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
  200. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  201. package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
  202. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
  203. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
  204. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
  205. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
  206. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
  207. package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
  208. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
  209. package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
  210. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
  211. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
  212. package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
  213. package/src/engine/physics/fluid/FluidField.d.ts +14 -2
  214. package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
  215. package/src/engine/physics/fluid/FluidField.js +26 -6
  216. package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
  217. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  218. package/src/engine/physics/fluid/FluidSimulator.js +13 -2
  219. package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
  220. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
  221. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
  222. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
  223. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
  224. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
  225. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
  226. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
  227. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
  228. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
  229. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
  230. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  231. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
  232. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
  233. package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
  234. package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
  235. package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
  236. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
  237. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
  238. package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
  239. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
  240. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
  241. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
  242. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
  243. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
  244. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
  245. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
  246. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
  247. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
  248. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
  249. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
  250. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
  251. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
  252. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
  253. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
  254. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
  255. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
  256. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
  257. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
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@@ -14,13 +14,21 @@ import { WebGPUExtensionType } from "../descriptor/WebGPUExtensionType.js";
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  import { SHADE_DEVICE_FLOOR } from "../device/SHADE_DEVICE_FLOOR.js";
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  import { shade_device_floor_unmet } from "../device/shade_device_floor_unmet.js";
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  import { ShadeDeviceFailure } from "../device/ShadeDeviceFailure.js";
17
+ import { PipelineEnquiry } from "../device/pipeline/PipelineEnquiry.js";
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  import { ShadeGPUCommandContext } from "../device/ShadeGPUCommandContext.js";
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  import { CameraManager } from "./camera/CameraManager.js";
19
20
  import { shader_background } from "./deferred/shader_background.js";
20
21
  import { shader_composite_volumetrics } from "./deferred/shader_composite_volumetrics.js";
21
- import { shader_deferred_main, shader_deferred_main_restir } from "./deferred/shader_deferred_main.js";
22
+ import { shader_deferred_main } from "./deferred/shader_deferred_main.js";
23
+ import { LOCAL_LIGHT_SHADING } from "./deferred/LOCAL_LIGHT_SHADING.js";
24
+ import { LocalLightShading } from "./deferred/LocalLightShading.js";
22
25
  import { shader_tonemap_HDR } from "./deferred/shader_tonemap_HDR.js";
26
+ import { shader_tonemap_HDR_none } from "./deferred/shader_tonemap_HDR_none.js";
27
+ import { shader_tonemap_HDR_pbr_neutral } from "./deferred/shader_tonemap_HDR_pbr_neutral.js";
23
28
  import { shader_tonemap_LDR } from "./deferred/shader_tonemap_LDR.js";
29
+ import { shader_tonemap_LDR_none } from "./deferred/shader_tonemap_LDR_none.js";
30
+ import { shader_tonemap_LDR_pbr_neutral } from "./deferred/shader_tonemap_LDR_pbr_neutral.js";
31
+ import { TonemapDisplaySettings } from "./deferred/TonemapDisplaySettings.js";
24
32
  import { FrameContext } from "./extension/FrameContext.js";
25
33
  import { FramePhase } from "./extension/FramePhase.js";
26
34
  import { GBufferTextures } from "./extension/GBufferTextures.js";
@@ -40,9 +48,15 @@ import { GPULightProbeVolumeRenderer } from "./global_illumination/lpv/bake/GPUL
40
48
  import { shader_diffuse_LPV } from "./global_illumination/lpv/shader_diffuse_LPV.js";
41
49
  import { shader_resolve_indirect_lighting } from "./global_illumination/shader_resolve_indirect_lighting.js";
42
50
  import { GraphicsContext } from "./GraphicsContext.js";
43
- import { graph_build_light_clusters } from "./light/cluster/graph_build_light_clusters.js";
51
+ import {
52
+ enquire_build_light_clusters_pipelines,
53
+ graph_build_light_clusters
54
+ } from "./light/cluster/graph_build_light_clusters.js";
44
55
  import { AccumulatingPathTracer } from "./path_tracer/accumulating/AccumulatingPathTracer.js";
45
- import { graph_postprocess_bloom } from "./postprocess/bloom/graph_postprocess_bloom.js";
56
+ import {
57
+ enquire_postprocess_bloom_pipelines,
58
+ graph_postprocess_bloom
59
+ } from "./postprocess/bloom/graph_postprocess_bloom.js";
46
60
  import { shader_ffx_rcas } from "./postprocess/cas/shader_ffx_rcas.js";
47
61
  import { DepthOfFieldU } from "./postprocess/dof/gather/DepthOfFieldU.js";
48
62
  import { DepthOfField } from "./postprocess/dof/raymarch/DepthOfField.js";
@@ -52,7 +66,10 @@ import { NSS } from "./postprocess/nss/NSS.js";
52
66
  import { PostProcess } from "./postprocess/PostProcess.js";
53
67
  import { shader_depth_occlusion_clip } from "./postprocess/taa/shader_depth_occlusion_clip.js";
54
68
  import { TAA } from "./postprocess/taa/TAA.js";
55
- import { graph_add_per_object_velocity } from "./postprocess/velocity/graph_add_per_object_velocity.js";
69
+ import {
70
+ enquire_per_object_velocity_pipelines,
71
+ graph_add_per_object_velocity
72
+ } from "./postprocess/velocity/graph_add_per_object_velocity.js";
56
73
  import { shader_debug_velocity } from "./postprocess/velocity/shader_debug_velocity.js";
57
74
  import {
58
75
  graph_rasterize_meshes_transparent_oit
@@ -66,19 +83,25 @@ import {
66
83
  import {
67
84
  viz_rasterization_opaque_pass_descriptor
68
85
  } from "./rasterize/native/viz/viz_rasterization_opaque_pass_descriptor.js";
86
+ import { CullPolicy } from "./rasterize/bucket/construct_primitive_state.js";
69
87
  import { RasterizationJob } from "./rasterize/RasterizationJob.js";
70
- import { graph_rasterize_scene } from "./rasterize/standard/graph_rasterize_scene.js";
88
+ import { enquire_rasterize_scene_pipelines, graph_rasterize_scene } from "./rasterize/standard/graph_rasterize_scene.js";
71
89
  import { ReSTIRDI } from "./restir/di/ReSTIRDI.js";
72
90
  import { GPUParticleSystem } from "./particles/GPUParticleSystem.js";
73
91
  import { SceneManager } from "./scene/SceneManager.js";
74
92
  import { ShadeIndirectLightingMode } from "./ShadeIndirectLightingMode.js";
93
+ import { ShadeToneMappingMode } from "./ShadeToneMappingMode.js";
75
94
  import { ShadeTransparencyMode } from "./ShadeTransparencyMode.js";
76
95
  import { AVBOITSettings } from "./rasterize/native/avboit/AVBOITSettings.js";
96
+ import { ShaderSwitchSet } from "./shader/compiler/ShaderSwitchSet.js";
77
97
  import { graph_image_pass } from "./shader/graph/graph_image_pass.js";
78
98
  import { graph_import_buffer } from "./shader/graph/graph_import_buffer.js";
79
99
  import { graph_import_texture } from "./shader/graph/graph_import_texture.js";
80
100
  import { ShadeUpscalerType } from "./ShadeUpscalerType.js";
81
101
  import { DEFAULT_SHADOWMAP_UPDATE_BUDGET } from "./shadow/map/DEFAULT_SHADOWMAP_UPDATE_BUDGET.js";
102
+ import { SHADOW_DIRECTIONAL_TECHNIQUE } from "./shadow/map/shader/SHADOW_DIRECTIONAL_TECHNIQUE.js";
103
+ import { INDIRECT_LIGHTING } from "./INDIRECT_LIGHTING.js";
104
+ import { ShadowDirectionalTechnique } from "./shadow/map/ShadowDirectionalTechnique.js";
82
105
  import { SHADOWMAP_CSM_DEFAULT_CASCADE_COUNT } from "./shadow/map/csm/SHADOWMAP_CSM_DEFAULT_CASCADE_COUNT.js";
83
106
  import { DEFAULT_VSM_FIRST_TEXEL_SIZE } from "./shadow/vsm/DEFAULT_VSM_FIRST_TEXEL_SIZE.js";
84
107
  import { DEFAULT_VSM_PAGE_BUDGET } from "./shadow/vsm/DEFAULT_VSM_PAGE_BUDGET.js";
@@ -200,6 +223,14 @@ export class Renderer {
200
223
  */
201
224
  transparency_mode = ShadeTransparencyMode.AVBOIT;
202
225
 
226
+ /**
227
+ * How the exposed scene colour becomes display colour, on every output. An SDR and an HDR display run the same
228
+ * mode, so a scene looks alike on both; see {@link ShadeToneMappingMode}. Read every frame, so it can be flipped
229
+ * at runtime. A mode not in use at {@link initialize} compiles its pass on the first frame that draws with it.
230
+ * @type {ShadeToneMappingMode}
231
+ */
232
+ tone_mapping_mode = ShadeToneMappingMode.GT7;
233
+
203
234
  /**
204
235
  * Switches of the AVBOIT mode, read every frame while {@link transparency_mode} selects it.
205
236
  * @type {AVBOITSettings}
@@ -284,6 +315,41 @@ export class Renderer {
284
315
  */
285
316
  feature_virtual_shadow_maps = false;
286
317
 
318
+ /**
319
+ * The values of the shader switches, for every pass this renderer records: what its feature flags
320
+ * make of the switches its shaders decide ({@link SHADOW_DIRECTIONAL_TECHNIQUE} from
321
+ * {@link feature_virtual_shadow_maps}, {@link INDIRECT_LIGHTING} from {@link indirect_lighting_mode},
322
+ * {@link LOCAL_LIGHT_SHADING} from {@link feature_restir_di_enabled}).
323
+ * A pass hands it to the shaders it draws with, which build their variant for it. Interned, so it
324
+ * stays the same object until a flag changes, and looking a variant up by it allocates nothing.
325
+ *
326
+ * @type {ShaderSwitchSet}
327
+ */
328
+ #shader_switches = ShaderSwitchSet.EMPTY;
329
+
330
+ /**
331
+ * @returns {ShaderSwitchSet} see {@link #shader_switches}
332
+ */
333
+ get shader_switches() {
334
+ return this.#shader_switches;
335
+ }
336
+
337
+ /**
338
+ * Bring {@link #shader_switches} up to the feature flags. Allocates nothing while they are unchanged.
339
+ */
340
+ #update_shader_switches() {
341
+ this.#shader_switches = this.#shader_switches
342
+ .with(
343
+ SHADOW_DIRECTIONAL_TECHNIQUE,
344
+ this.feature_virtual_shadow_maps ? ShadowDirectionalTechnique.Virtual : ShadowDirectionalTechnique.Cascades
345
+ )
346
+ .with(INDIRECT_LIGHTING, this.indirect_lighting_mode)
347
+ .with(
348
+ LOCAL_LIGHT_SHADING,
349
+ this.feature_restir_di_enabled ? LocalLightShading.ReSTIR : LocalLightShading.Clustered
350
+ );
351
+ }
352
+
287
353
  /**
288
354
  * Virtual shadow map pages a scene may render per frame, pushed to the scene's shadow context
289
355
  * each frame; see {@link DEFAULT_VSM_PAGE_BUDGET} for what a page costs and what waits.
@@ -1014,13 +1080,14 @@ export class Renderer {
1014
1080
  const lpv = scene_ctx.light_probe_volume;
1015
1081
  let diffuse_pass;
1016
1082
  let specular_pass;
1017
- let ssr_inputs;
1083
+ // the running mode's source, for SSR's resolve to fall back to; it is given no other mode's
1084
+ let ssr_brick4;
1085
+ let ssr_lpv;
1018
1086
 
1019
1087
  // Each mode owns its diffuse/specular pair and any fused implementation.
1020
1088
  // SSR overrides specular below using the same explicitly selected mode.
1021
1089
  switch (mode) {
1022
1090
  case ShadeIndirectLightingMode.IBL:
1023
- ssr_inputs = { input_environment: gr_texture_environment };
1024
1091
  diffuse_pass = {
1025
1092
  shader: shader_diffuse_IBL,
1026
1093
  inputs: {
@@ -1067,7 +1134,7 @@ export class Renderer {
1067
1134
  });
1068
1135
  return current_color_out;
1069
1136
  }
1070
- ssr_inputs = { brick4: scene_ctx.volumetric_light_map };
1137
+ ssr_brick4 = scene_ctx.volumetric_light_map;
1071
1138
  diffuse_pass = {
1072
1139
  shader: shader_brick4_diffuse,
1073
1140
  inputs: {
@@ -1095,7 +1162,7 @@ export class Renderer {
1095
1162
  break;
1096
1163
 
1097
1164
  case ShadeIndirectLightingMode.LPV:
1098
- ssr_inputs = { lpv, input_environment: gr_texture_environment };
1165
+ ssr_lpv = lpv;
1099
1166
  diffuse_pass = {
1100
1167
  shader: shader_diffuse_LPV,
1101
1168
  inputs: {
@@ -1133,7 +1200,6 @@ export class Renderer {
1133
1200
  if (this.feature_ssr_enabled) {
1134
1201
  const ssr = this.#postprocess.ssr.graph_pass({
1135
1202
  graph,
1136
- ...ssr_inputs,
1137
1203
  view_ctx,
1138
1204
  jitter: view_ctx.jitter,
1139
1205
  input_depth_previous: gr_texture_depth_previous,
@@ -1147,7 +1213,10 @@ export class Renderer {
1147
1213
  input_occlusion: gr_occlusion_clip,
1148
1214
  camera_current: gr_buffer_camera_current,
1149
1215
  camera_previous: gr_buffer_camera_previous,
1150
- indirect_lighting_mode: mode,
1216
+ input_environment: gr_texture_environment,
1217
+ brick4: ssr_brick4,
1218
+ lpv: ssr_lpv,
1219
+ shader_switches: this.#shader_switches,
1151
1220
  resolution,
1152
1221
  });
1153
1222
 
@@ -1323,12 +1392,12 @@ export class Renderer {
1323
1392
  #hdr_supported = false;
1324
1393
 
1325
1394
  /**
1326
- * What's the peak brightness of the display?
1327
- * Only valid for HDR.
1395
+ * What every tonemap pass is told about the display: the primaries the canvas was actually configured with, and
1396
+ * the peak brightness, which only the HDR passes read.
1328
1397
  *
1329
- * @type {number}
1398
+ * @type {TonemapDisplaySettings}
1330
1399
  */
1331
- #display_peak_brightness_nits = 1000;
1400
+ #tonemap_settings = new TonemapDisplaySettings();
1332
1401
 
1333
1402
  #update_presentation_format() {
1334
1403
 
@@ -1358,10 +1427,10 @@ export class Renderer {
1358
1427
 
1359
1428
  if (isHDR) {
1360
1429
  // Currently, there is no way to interrogate this from the browser, so going with an assumption
1361
- this.#display_peak_brightness_nits = 1000;
1430
+ this.#tonemap_settings.peak_nits = 1000;
1362
1431
  } else {
1363
1432
  // Assume SDR nits
1364
- this.#display_peak_brightness_nits = 80;
1433
+ this.#tonemap_settings.peak_nits = 80;
1365
1434
  }
1366
1435
 
1367
1436
  if (isHDR === previous_value) {
@@ -1581,6 +1650,125 @@ export class Renderer {
1581
1650
 
1582
1651
  window.matchMedia("(dynamic-range: high)").addEventListener("change", this.#update_hdr_support);
1583
1652
 
1653
+ this.#prepare_pipelines();
1654
+ }
1655
+
1656
+ /**
1657
+ * Offer the pipelines a frame draws with — see {@link PipelineEnquiry}. {@link initialize}
1658
+ * compiles the answer off the main thread, and {@link render} draws nothing until it is in.
1659
+ *
1660
+ * Each subsystem is asked only when the feature flag that runs it is on, so the answer follows the
1661
+ * features as they are set at that moment. It covers the default renderer: the opaque raster,
1662
+ * shading, IBL, ambient occlusion, TAA, sharpening, bloom, exposure and the tonemap. Everything
1663
+ * else is made the old way, by the first frame that draws with it: the features that are off by
1664
+ * default (ReSTIR's passes, SSR, depth of field, motion blur, NSS, path tracing), the indirect
1665
+ * lighting modes other than IBL, a feature turned on after {@link initialize}, and whatever a
1666
+ * scene's content brings — shadow casters, transparent and alpha-tested materials, volumes,
1667
+ * particles.
1668
+ *
1669
+ * @param {PipelineEnquiry} enquiry
1670
+ */
1671
+ enquirePipelines(enquiry) {
1672
+ const graphics = this.#graphics;
1673
+
1674
+ // The longest compile goes first. With everything else compiling beside it this one is the
1675
+ // whole wait (~1 s of a cold simple-cube's ~1.1 s), and where there are fewer compile
1676
+ // workers than pipelines, the order they are asked for is roughly the order they start.
1677
+ this.#update_shader_switches();
1678
+
1679
+ const deferred_shader = shader_deferred_main.variant(this.#shader_switches);
1680
+
1681
+ enquiry.render.push(deferred_shader.pipeline);
1682
+
1683
+ // the scene colour target's format: the background and the indirect-lighting resolve draw into
1684
+ // the target the shading pass made
1685
+ const color_formats = [deferred_shader.pipeline.fragment.targets[0].format];
1686
+
1687
+ graphics.materials.enquirePipelines(enquiry);
1688
+ this.#scenes.enquirePipelines(enquiry);
1689
+
1690
+ enquire_rasterize_scene_pipelines(enquiry, viz_rasterization_opaque_pass_descriptor, CullPolicy.Standard);
1691
+
1692
+ enquire_per_object_velocity_pipelines(enquiry);
1693
+ enquiry.render.push(shader_depth_occlusion_clip.pipeline);
1694
+ enquire_build_light_clusters_pipelines(enquiry);
1695
+
1696
+ if (this.feature_ssao_enabled) {
1697
+ this.#postprocess.ssao.enquirePipelines(enquiry);
1698
+ }
1699
+
1700
+ enquiry.render.push(shader_background.pipeline_for(color_formats));
1701
+
1702
+ if (this.indirect_lighting_mode === ShadeIndirectLightingMode.IBL) {
1703
+ if (!this.feature_ssr_enabled) {
1704
+ // what SSR replaces
1705
+ enquiry.render.push(shader_specular_IBL.pipeline);
1706
+ }
1707
+
1708
+ enquiry.render.push(shader_diffuse_IBL.pipeline);
1709
+ enquiry.render.push(shader_resolve_indirect_lighting.pipeline_for(color_formats));
1710
+ }
1711
+
1712
+ if (this.feature_taa_enabled && this.upscale_type === ShadeUpscalerType.TAA) {
1713
+ this.#taa.enquirePipelines(enquiry, this.#textures_taa_history[0].descriptor.format);
1714
+ }
1715
+
1716
+ if (this.feature_sharpening_enabled) {
1717
+ enquiry.render.push(shader_ffx_rcas.pipeline);
1718
+ }
1719
+
1720
+ if (this.feature_bloom_enabled) {
1721
+ enquire_postprocess_bloom_pipelines(enquiry);
1722
+ }
1723
+
1724
+ if (this.feature_automatic_exposure_enabled) {
1725
+ this.#autoexposure.enquirePipelines(enquiry);
1726
+ }
1727
+
1728
+ enquiry.render.push(this.#tonemap_shader().pipeline_for([this.#presentation_format]));
1729
+ }
1730
+
1731
+ /**
1732
+ * The pass that writes the canvas: the output's dynamic range picks the SDR or the HDR form, and
1733
+ * {@link tone_mapping_mode} picks the operator.
1734
+ *
1735
+ * @returns {import("./shader/ImageShader.js").ImageShader}
1736
+ */
1737
+ #tonemap_shader() {
1738
+ assert.enum(this.tone_mapping_mode, ShadeToneMappingMode, 'tone_mapping_mode');
1739
+
1740
+ if (this.tone_mapping_mode === ShadeToneMappingMode.NONE) {
1741
+ return this.#hdr_supported ? shader_tonemap_HDR_none : shader_tonemap_LDR_none;
1742
+ }
1743
+
1744
+ if (this.tone_mapping_mode === ShadeToneMappingMode.PBR_NEUTRAL) {
1745
+ return this.#hdr_supported ? shader_tonemap_HDR_pbr_neutral : shader_tonemap_LDR_pbr_neutral;
1746
+ }
1747
+
1748
+ return this.#hdr_supported ? shader_tonemap_HDR : shader_tonemap_LDR;
1749
+ }
1750
+
1751
+ /**
1752
+ * Compile what {@link enquirePipelines} offers, off the main thread — see {@link PipelineEnquiry}.
1753
+ */
1754
+ #prepare_pipelines() {
1755
+ const enquiry = PipelineEnquiry.from(this.device);
1756
+
1757
+ this.enquirePipelines(enquiry);
1758
+
1759
+ const graphics = this.#graphics;
1760
+
1761
+ const render = enquiry.render;
1762
+
1763
+ for (let i = 0; i < render.length; i++) {
1764
+ graphics.render_pipelines.prepare(render[i]);
1765
+ }
1766
+
1767
+ const compute = enquiry.compute;
1768
+
1769
+ for (let i = 0; i < compute.length; i++) {
1770
+ graphics.compute_pipelines.prepare(compute[i]);
1771
+ }
1584
1772
  }
1585
1773
 
1586
1774
  /**
@@ -1738,16 +1926,29 @@ export class Renderer {
1738
1926
  };
1739
1927
 
1740
1928
 
1929
+ let configured_color_space = preferred_color_space;
1930
+
1741
1931
  try {
1742
1932
  context.configure(config);
1743
1933
  } catch (e) {
1744
1934
  // try fall-back colorspace
1935
+ configured_color_space = 'srgb';
1936
+
1745
1937
  context.configure({
1746
1938
  ...config,
1747
- colorSpace: 'srgb'
1939
+ colorSpace: configured_color_space
1748
1940
  });
1749
1941
  }
1750
1942
 
1943
+ // The tonemap passes write in whatever primaries the canvas ended up with. Ask it rather than trust the
1944
+ // request: a browser that does not know `colorSpace` ignores the member without throwing, and shows sRGB.
1945
+ const configuration = context.getConfiguration?.();
1946
+
1947
+ if (configuration !== undefined && configuration !== null) {
1948
+ configured_color_space = configuration.colorSpace ?? 'srgb';
1949
+ }
1950
+
1951
+ this.#tonemap_settings.set_canvas_color_space(configured_color_space);
1751
1952
  }
1752
1953
 
1753
1954
  #apply_size() {
@@ -1959,9 +2160,11 @@ export class Renderer {
1959
2160
  * simulation, the animation tick and exposure adaptation all step by it. Zero by default, which
1960
2161
  * draws the current state and moves nothing; a fixed fraction of a second here instead would run
1961
2162
  * the simulation at that rate no matter what the caller's clock was doing.
1962
- * @returns {boolean} whether a frame was encoded and submitted. False only when there is nothing
1963
- * to draw with — the device was lost, or the renderer destroyed. Frames the GPU has not finished
1964
- * yet neither hold this one back nor make it return false.
2163
+ * @returns {boolean} whether a frame was encoded and submitted. False when there is nothing to
2164
+ * draw with — the device was lost, or the renderer destroyed — and while a pipeline prepared
2165
+ * ahead of use is still compiling: the ones {@link initialize} asked for, or a template
2166
+ * prewarmed at a level load. Frames the GPU has not finished yet neither
2167
+ * hold this one back nor make it return false.
1965
2168
  */
1966
2169
  render(
1967
2170
  camera,
@@ -1974,6 +2177,18 @@ export class Renderer {
1974
2177
  return false;
1975
2178
  }
1976
2179
 
2180
+ const graphics = this.#graphics;
2181
+
2182
+ if (graphics.render_pipelines.pending_count > 0 || graphics.compute_pipelines.pending_count > 0) {
2183
+ /*
2184
+ Pipelines prepared ahead of use are still compiling. A frame encoded now would make
2185
+ each one it reaches again, synchronously — one after another on the thread that also
2186
+ presents the page, the very wait the asynchronous compile exists to avoid. Nothing is
2187
+ encoded and the canvas keeps what it had.
2188
+ */
2189
+ return false;
2190
+ }
2191
+
1977
2192
  this.#ensure_context_configured();
1978
2193
 
1979
2194
  const canvas_texture = this.context.getCurrentTexture();
@@ -2147,6 +2362,8 @@ export class Renderer {
2147
2362
  // Virtual shadow maps for directional lights, and what they may spend; a flip of the flag or
2148
2363
  // of the first texel rebuilds the maps inside process_lights.
2149
2364
  sm.use_virtual_shadow_maps = this.feature_virtual_shadow_maps;
2365
+ // and the shaders that sample those maps, built for the same technique, in the same frame
2366
+ this.#update_shader_switches();
2150
2367
  sm.virtual_page_budget = this.#shadow_virtual_page_budget;
2151
2368
  sm.virtual_lod_bias = this.shadow_virtual_lod_bias;
2152
2369
  sm.virtual_first_texel_size = this.#shadow_virtual_first_texel_size;
@@ -2486,6 +2703,7 @@ export class Renderer {
2486
2703
  camera: view_ctx.camera,
2487
2704
  hzb: gr_texture_hzb,
2488
2705
  resolution: view_ctx.resolution,
2706
+ limits: graphics.collection_limits,
2489
2707
  });
2490
2708
 
2491
2709
  // The view's volumetrics: the fog every surface is seen through (participating media ->
@@ -2502,7 +2720,10 @@ export class Renderer {
2502
2720
  light_cluster_lookup: light_clusters.lookup,
2503
2721
  light_cluster_parameters: light_clusters.parameters,
2504
2722
  shadowmap_atlas: gr_shadowmap_atlas,
2505
- indirect_lighting_mode: this.indirect_lighting_mode,
2723
+ shader_switches: this.#shader_switches,
2724
+ // the running mode's GI source, for froxel GI; it is given no other mode's
2725
+ brick4: this.indirect_lighting_mode === ShadeIndirectLightingMode.Brick4 ? view_ctx.scene.volumetric_light_map : undefined,
2726
+ lpv: this.indirect_lighting_mode === ShadeIndirectLightingMode.LPV ? view_ctx.scene.light_probe_volume : undefined,
2506
2727
  });
2507
2728
 
2508
2729
  /**
@@ -2512,18 +2733,15 @@ export class Renderer {
2512
2733
  let current_color_out = -1;
2513
2734
 
2514
2735
  // ReSTIR DI — stochastic direct lighting of local (point+spot) lights.
2515
- // When enabled, resolve per-pixel point+spot radiance and shade with the
2516
- // ReSTIR deferred variant (no brute-force cluster loop). The variant is a
2517
- // separate compiled shader, selected here at the JS level rather than via
2518
- // a runtime branch inside the shader.
2519
- let deferred_shader = shader_deferred_main;
2520
-
2736
+ // When enabled, resolve per-pixel point+spot radiance; the shader switches
2737
+ // make the deferred pass read it in place of its cluster loop.
2521
2738
  const deferred_inputs = {
2522
2739
  gBufferDepth: gr_texture_depth_current,
2523
2740
  gBufferPBR: gr_texture_pbr,
2524
2741
  gBufferNormal: gr_texture_normal,
2525
2742
  gBufferAlbedo: gr_texture_material_albedo_ao,
2526
2743
  gBufferEmissive: gr_texture_material_emissive,
2744
+ tSplitSum: STATIC_GRAPHICS_ENGINE_ASSETS.split_sum,
2527
2745
 
2528
2746
  //
2529
2747
  light_data: lights.buffer_data,
@@ -2543,8 +2761,6 @@ export class Renderer {
2543
2761
  };
2544
2762
 
2545
2763
  if (this.feature_restir_di_enabled) {
2546
- deferred_shader = shader_deferred_main_restir;
2547
-
2548
2764
  deferred_inputs.tRestirRadiance = this.#restir_di.execute({
2549
2765
  graph,
2550
2766
  view: view_ctx,
@@ -2565,7 +2781,7 @@ export class Renderer {
2565
2781
  // Main shading pass
2566
2782
  [current_color_out] = graph_image_pass({
2567
2783
  graph,
2568
- shader: deferred_shader,
2784
+ shader: shader_deferred_main.variant(this.#shader_switches),
2569
2785
  input_depth: gr_texture_depth_current,
2570
2786
  inputs: deferred_inputs,
2571
2787
  output_resolution: view_ctx.resolution,
@@ -2763,7 +2979,7 @@ export class Renderer {
2763
2979
  volumetrics_metadata: volumetrics.metadata,
2764
2980
  volumetrics_irradiance: volumetrics.irradiance,
2765
2981
 
2766
- indirect_lighting_mode: this.indirect_lighting_mode,
2982
+ shader_switches: this.#shader_switches,
2767
2983
  avboit: this.avboit,
2768
2984
  side_channels,
2769
2985
  });
@@ -2961,31 +3177,18 @@ export class Renderer {
2961
3177
 
2962
3178
  current_color_out = record_scene_color.color;
2963
3179
 
2964
- if (this.#hdr_supported) {
2965
- [current_color_out] = graph_image_pass({
2966
- graph,
2967
- shader: shader_tonemap_HDR,
2968
- inputs: {
2969
- input_color: current_color_out,
2970
- settings: {
2971
- peak_nits: this.#display_peak_brightness_nits,
2972
- paper_white_nits: 100, // SDR spec is 80, but 100 has been accepted as de-facto in recent years
2973
- },
2974
- exposure
2975
- },
2976
- output: [gr_texture_canvas]
2977
- });
2978
- } else {
2979
- [current_color_out] = graph_image_pass({
2980
- graph,
2981
- shader: shader_tonemap_LDR,
2982
- inputs: {
2983
- input_color: current_color_out,
2984
- exposure
2985
- },
2986
- output: [gr_texture_canvas]
2987
- });
2988
- }
3180
+ // every pass reads from the settings only the members its immediate struct names: the canvas's primaries
3181
+ // from its working space, and, on an HDR display, the peak
3182
+ [current_color_out] = graph_image_pass({
3183
+ graph,
3184
+ shader: this.#tonemap_shader(),
3185
+ inputs: {
3186
+ input_color: current_color_out,
3187
+ settings: this.#tonemap_settings,
3188
+ exposure
3189
+ },
3190
+ output: [gr_texture_canvas]
3191
+ });
2989
3192
 
2990
3193
  /*
2991
3194
  The canvas is written here and cannot be read: a texture may not be a render attachment and
@@ -0,0 +1,17 @@
1
+ /**
2
+ * Spatio-temporal blue noise, two channels (`STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec2`).
3
+ * @type {ShaderResourceDescriptor}
4
+ */
5
+ export const STBN_VEC2_RESOURCE: ShaderResourceDescriptor;
6
+ /**
7
+ * Spatio-temporal blue noise, three channels (`STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec3`).
8
+ * @type {ShaderResourceDescriptor}
9
+ */
10
+ export const STBN_VEC3_RESOURCE: ShaderResourceDescriptor;
11
+ /**
12
+ * The split-sum DFG lookup (`STATIC_GRAPHICS_ENGINE_ASSETS.split_sum`), sampled linearly.
13
+ * @type {ShaderResourceDescriptor}
14
+ */
15
+ export const SPLIT_SUM_LUT_RESOURCE: ShaderResourceDescriptor;
16
+ import { ShaderResourceDescriptor } from "./shader/resource/ShaderResourceDescriptor.js";
17
+ //# sourceMappingURL=STATIC_GRAPHICS_ENGINE_ASSET_RESOURCES.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"STATIC_GRAPHICS_ENGINE_ASSET_RESOURCES.d.ts","sourceRoot":"","sources":["../../../../src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSET_RESOURCES.js"],"names":[],"mappings":"AAEA;;;GAGG;AACH,iCAFU,wBAAwB,CAE2E;AAE7G;;;GAGG;AACH,iCAFU,wBAAwB,CAE2E;AAE7G;;;GAGG;AACH,qCAFU,wBAAwB,CAE2D;yCAlBpD,+CAA+C"}
@@ -0,0 +1,19 @@
1
+ import { ShaderResourceDescriptor } from "./shader/resource/ShaderResourceDescriptor.js";
2
+
3
+ /**
4
+ * Spatio-temporal blue noise, two channels (`STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec2`).
5
+ * @type {ShaderResourceDescriptor}
6
+ */
7
+ export const STBN_VEC2_RESOURCE = ShaderResourceDescriptor.texture("tSTBN_vec2", "unfilterable-float", "3d");
8
+
9
+ /**
10
+ * Spatio-temporal blue noise, three channels (`STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec3`).
11
+ * @type {ShaderResourceDescriptor}
12
+ */
13
+ export const STBN_VEC3_RESOURCE = ShaderResourceDescriptor.texture("tSTBN_vec3", "unfilterable-float", "3d");
14
+
15
+ /**
16
+ * The split-sum DFG lookup (`STATIC_GRAPHICS_ENGINE_ASSETS.split_sum`), sampled linearly.
17
+ * @type {ShaderResourceDescriptor}
18
+ */
19
+ export const SPLIT_SUM_LUT_RESOURCE = ShaderResourceDescriptor.texture("tSplitSum", "float");
@@ -0,0 +1,14 @@
1
+ /**
2
+ * How the exposed scene colour becomes display colour.
3
+ *
4
+ * One choice for every display. The same mode runs on an SDR and an HDR output, so a scene looks the same on both up
5
+ * to the SDR display's limits. That is the reason Polyphony give for GT7's operator, and there is no per-output
6
+ * setting on purpose.
7
+ */
8
+ export type ShadeToneMappingMode = number;
9
+ export namespace ShadeToneMappingMode {
10
+ let GT7: number;
11
+ let NONE: number;
12
+ let PBR_NEUTRAL: number;
13
+ }
14
+ //# sourceMappingURL=ShadeToneMappingMode.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ShadeToneMappingMode.d.ts","sourceRoot":"","sources":["../../../../src/shade/renderer/ShadeToneMappingMode.js"],"names":[],"mappings":";;;;;;;mCAOU,MAAM"}
@@ -0,0 +1,30 @@
1
+ /**
2
+ * How the exposed scene colour becomes display colour.
3
+ *
4
+ * One choice for every display. The same mode runs on an SDR and an HDR output, so a scene looks the same on both up
5
+ * to the SDR display's limits. That is the reason Polyphony give for GT7's operator, and there is no per-output
6
+ * setting on purpose.
7
+ *
8
+ * @enum {number}
9
+ */
10
+ export const ShadeToneMappingMode = {
11
+ /**
12
+ * GT7 tone mapping (Polyphony Digital, SIGGRAPH 2025). An exposed 1.0 shows at a 250 cd/m² paper white on both
13
+ * outputs. SDR clips at that paper white, the curve's SDR mode, and HDR rolls off to the display's peak.
14
+ */
15
+ GT7: 0,
16
+ /**
17
+ * No tone mapping: the exposed colour as it is, with 1.0 at SDR white. An SDR output clips everything above 1.0,
18
+ * and an HDR output shows it as far as the display reaches.
19
+ */
20
+ NONE: 1,
21
+ /**
22
+ * Khronos PBR Neutral (Lalish, 2024). Base colours under 0.8 come out as they are, less a 0.04 Fresnel offset, and
23
+ * hues never shift: made for showing products. SDR is the specification, which rolls highlights off to SDR white
24
+ * and toward white. HDR puts the display's peak in place of the specification's 1, so everything below the
25
+ * compression start looks the same on both outputs, and a highlight rolls off to the display's peak instead.
26
+ *
27
+ * An exposed 0.18 shows at 0.14 of SDR white, where {@link GT7} shows it at 0.179.
28
+ */
29
+ PBR_NEUTRAL: 2,
30
+ };
@@ -28,6 +28,14 @@
28
28
  * update path.
29
29
  */
30
30
  export class GPUAnimationManager {
31
+ /**
32
+ * Offer the pipelines {@link tick} runs on every frame: the transform hierarchy, which composes
33
+ * world matrices whether or not anything is animated — see {@link PipelineEnquiry}. The clip,
34
+ * pose and skinning passes are left to the first frame that has a clip or a skin.
35
+ *
36
+ * @param {PipelineEnquiry} enquiry
37
+ */
38
+ static enquirePipelines(enquiry: PipelineEnquiry): void;
31
39
  /**
32
40
  * @param {GPUDevice} device
33
41
  * @param {string} label
@@ -518,6 +526,7 @@ export class GPUAnimationManager {
518
526
  destroy(): void;
519
527
  #private;
520
528
  }
529
+ export type PipelineEnquiry = import("../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry;
521
530
  export type AnimationCurve = import("../../../engine/animation/curve/AnimationCurve.js").AnimationCurve;
522
531
  export type GPURecordWriter = import("../buffer/table/serde/generate_record_writer.js").GPURecordWriter;
523
532
  export type ShadeGPUCommandContext = import("../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext;
@@ -1 +1 @@
1
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