@woosh/meep-engine 3.49.0 → 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 (1364) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +11 -0
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +28 -0
  5. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  6. package/editor/view/particles/effect/ParticleGraphEditorView.js +2 -0
  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/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
  77. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
  78. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  79. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
  80. package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
  81. package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
  82. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
  83. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
  84. package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
  85. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
  86. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
  87. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
  88. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
  89. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
  90. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
  91. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
  92. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
  93. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
  94. package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
  95. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
  96. package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
  97. package/src/engine/graphics3/ParticipatingMedia.d.ts +6 -0
  98. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  99. package/src/engine/graphics3/ParticipatingMedia.js +6 -0
  100. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
  101. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  102. package/src/engine/graphics3/ParticipatingMediaSystem.js +218 -70
  103. package/src/engine/graphics3/WaterSystem.d.ts +9 -2
  104. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  105. package/src/engine/graphics3/WaterSystem.js +53 -15
  106. package/src/engine/physics/cloth/MEASUREMENTS.md +39 -0
  107. package/src/engine/physics/cloth/PLAN.md +21 -2
  108. package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
  109. package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
  110. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
  111. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
  112. package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
  113. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
  114. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
  115. package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
  116. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
  117. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  118. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
  119. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -9
  120. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  121. package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -9
  122. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +3 -2
  123. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  124. package/src/engine/physics/cloth/ecs/ClothSystem.js +3 -2
  125. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
  126. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  127. package/src/engine/physics/cloth/ecs/ClothWorld.js +136 -28
  128. package/src/engine/physics/cloth/playground/README.md +8 -4
  129. package/src/engine/physics/cloth/playground/wind.html +4 -4
  130. package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
  131. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
  132. package/src/engine/physics/cloth/playground/wind_build.js +4 -3
  133. package/src/engine/physics/cloth/playground/wind_main.js +58 -19
  134. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
  135. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
  136. package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
  137. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
  138. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  139. package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
  140. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
  141. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
  142. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
  143. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
  144. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
  145. package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
  146. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
  147. package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
  148. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
  149. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
  150. package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
  151. package/src/engine/physics/fluid/FluidField.d.ts +14 -2
  152. package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
  153. package/src/engine/physics/fluid/FluidField.js +26 -6
  154. package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
  155. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  156. package/src/engine/physics/fluid/FluidSimulator.js +13 -2
  157. package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
  158. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
  159. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
  160. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
  161. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
  162. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
  163. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
  164. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
  165. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
  166. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
  167. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
  168. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  169. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
  170. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
  171. package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
  172. package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
  173. package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
  174. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
  175. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
  176. package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
  177. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
  178. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
  179. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
  180. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
  181. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
  182. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
  183. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
  184. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
  185. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
  186. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
  187. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
  188. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
  189. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
  190. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
  191. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
  192. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
  193. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
  194. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
  195. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
  196. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts.map +1 -1
  197. package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +53 -3
  198. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +73 -13
  199. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
  200. package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +207 -88
  201. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +35 -0
  202. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -0
  203. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +72 -0
  204. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts +34 -10
  205. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts.map +1 -1
  206. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.js +139 -150
  207. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts +26 -0
  208. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts.map +1 -0
  209. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.js +51 -0
  210. package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts +55 -0
  211. package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts.map +1 -0
  212. package/src/engine/physics/fluid/effector/VortexFluidEffector.js +255 -0
  213. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts +25 -0
  214. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts.map +1 -0
  215. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.js +52 -0
  216. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts +22 -20
  217. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts.map +1 -1
  218. package/src/engine/physics/fluid/effector/WakeFluidEffector.js +181 -185
  219. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts +31 -0
  220. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts.map +1 -0
  221. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.js +56 -0
  222. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts +52 -0
  223. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts.map +1 -0
  224. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.js +68 -0
  225. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts +10 -0
  226. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts.map +1 -0
  227. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.js +31 -0
  228. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts +25 -0
  229. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts.map +1 -0
  230. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.js +105 -0
  231. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts +17 -0
  232. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts.map +1 -0
  233. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.js +47 -0
  234. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts +54 -0
  235. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts.map +1 -0
  236. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.js +34 -0
  237. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts +98 -0
  238. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts.map +1 -0
  239. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.js +409 -0
  240. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts +25 -0
  241. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts.map +1 -0
  242. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.js +78 -0
  243. package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts +27 -0
  244. package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts.map +1 -0
  245. package/src/engine/physics/fluid/effector/record/fluid_record_apply.js +151 -0
  246. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +42 -0
  247. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts.map +1 -0
  248. package/src/engine/physics/fluid/fluid_apply_atmosphere.js +148 -0
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  1337. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts +0 -2
  1338. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts.map +0 -1
  1339. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.js +0 -34
  1340. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts +0 -3
  1341. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts.map +0 -1
  1342. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts +0 -7
  1343. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts.map +0 -1
  1344. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js +0 -184
  1345. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts +0 -9
  1346. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts.map +0 -1
  1347. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts +0 -9
  1348. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts.map +0 -1
  1349. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.js +0 -111
  1350. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts +0 -9
  1351. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts.map +0 -1
  1352. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +0 -111
  1353. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts +0 -9
  1354. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts.map +0 -1
  1355. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.js +0 -22
  1356. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts +0 -10
  1357. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts.map +0 -1
  1358. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.js +0 -55
  1359. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts +0 -10
  1360. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts.map +0 -1
  1361. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.js +0 -47
  1362. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts +0 -10
  1363. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts.map +0 -1
  1364. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.js +0 -63
@@ -1,5 +1,7 @@
1
1
  import { assert } from "../../../../core/assert.js";
2
2
  import { IndexedFloatMaxHeap } from "../../../../core/collection/heap/IndexedFloatMaxHeap.js";
3
+ import { ClipmapWindowSet } from "../../../../core/geom/clipmap/ClipmapWindowSet.js";
4
+ import { window_scroll_regions } from "../../../../core/geom/clipmap/window_scroll_regions.js";
3
5
  import { isPowerOfTwo } from "../../../../core/math/isPowerOfTwo.js";
4
6
  import { VT_ENTRY_INVALID, VT_ENTRY_PHYS_MASK, vt_entry_pack } from "../../texture/virtual/VT_CONSTANTS.js";
5
7
  import { VTPhysicalSlots } from "../../texture/virtual/VTPhysicalSlots.js";
@@ -105,7 +107,8 @@ function candidate_score(kind, importance, waited) {
105
107
  * world units on a side, anchored to the world in light space. Each level keeps a window of
106
108
  * `pages_per_level²` pages around the camera ({@link update_windows}), and a page of the window sits
107
109
  * in cell `(x mod N, y mod N)` of the level — so a window that scrolls keeps every page still inside
108
- * it where it was, and gives back only the pages it left behind.
110
+ * it where it was, and gives back only the pages it left behind. The windows are a 2-D
111
+ * {@link ClipmapWindowSet}, and what a scroll leaves behind is {@link window_scroll_regions}'.
109
112
  *
110
113
  * **The pool** is a {@link VTPhysicalSlots}: VT's slot grid, least-recently-touched eviction outside
111
114
  * a protection window, and the finest page shed first on a tie.
@@ -231,21 +234,18 @@ export class VSMPageManager {
231
234
  #select_index = 0;
232
235
 
233
236
  /**
234
- * Per level, the window's corner in world pages.
235
- * @type {Int32Array}
236
- */
237
- #origin_x;
238
-
239
- /**
240
- * @type {Int32Array}
237
+ * Per level, the window: its corner in world pages, and whether {@link update_windows} has
238
+ * placed it yet.
239
+ * @type {ClipmapWindowSet}
241
240
  */
242
- #origin_y;
241
+ #windows;
243
242
 
244
243
  /**
245
- * Whether {@link update_windows} has placed the windows yet.
246
- * @type {boolean}
244
+ * A scrolling window's corners, before and after, and the boxes of pages it leaves behind.
247
245
  */
248
- #windows_placed = false;
246
+ #scroll_old = new Int32Array(2);
247
+ #scroll_new = new Int32Array(2);
248
+ #scroll_boxes = new Int32Array(8);
249
249
 
250
250
  /**
251
251
  * The want set: the latest reading's requests, in its order.
@@ -401,8 +401,14 @@ export class VSMPageManager {
401
401
  this.#slot_rendered = new Float64Array(capacity).fill(-1);
402
402
  this.#slot_stale_since = new Float64Array(capacity);
403
403
 
404
- this.#origin_x = new Int32Array(level_count);
405
- this.#origin_y = new Int32Array(level_count);
404
+ // moved a whole page at a time, and only when the camera crosses into another page
405
+ this.#windows = new ClipmapWindowSet({
406
+ level_count,
407
+ dimensions: 2,
408
+ size: [pages_per_level, pages_per_level],
409
+ step: 1,
410
+ hysteresis: 0,
411
+ });
406
412
 
407
413
  this.#want_level = new Uint8Array(request_capacity);
408
414
  this.#want_x = new Int32Array(request_capacity);
@@ -449,7 +455,8 @@ export class VSMPageManager {
449
455
  }
450
456
 
451
457
  /**
452
- * The page-table row, from the map's first, of a world page's cell.
458
+ * The page-table row, from the map's first, of a world page's cell: the window set's
459
+ * {@link ClipmapWindowSet#storage_cell}, with the window's power-of-two side taken as a mask.
453
460
  *
454
461
  * @param {number} level
455
462
  * @param {number} x world page
@@ -468,7 +475,7 @@ export class VSMPageManager {
468
475
  * @returns {number} the level's window corner, world pages
469
476
  */
470
477
  origin_x(level) {
471
- return this.#origin_x[level];
478
+ return this.#windows.corner(level, 0);
472
479
  }
473
480
 
474
481
  /**
@@ -476,21 +483,17 @@ export class VSMPageManager {
476
483
  * @returns {number}
477
484
  */
478
485
  origin_y(level) {
479
- return this.#origin_y[level];
486
+ return this.#windows.corner(level, 1);
480
487
  }
481
488
 
482
489
  /**
483
490
  * @param {number} level
484
491
  * @param {number} x
485
492
  * @param {number} y
486
- * @returns {boolean}
493
+ * @returns {boolean} whether the level's window is placed and holds the world page
487
494
  */
488
495
  window_contains(level, x, y) {
489
- const n = this.pages_per_level;
490
- const rx = x - this.#origin_x[level];
491
- const ry = y - this.#origin_y[level];
492
-
493
- return this.#windows_placed && rx >= 0 && ry >= 0 && rx < n && ry < n;
496
+ return this.#windows.contains(level, x, y);
494
497
  }
495
498
 
496
499
  /**
@@ -519,97 +522,93 @@ export class VSMPageManager {
519
522
  assert.isFinite(light_x, 'light_x');
520
523
  assert.isFinite(light_y, 'light_y');
521
524
 
522
- const half = this.pages_per_level >> 1;
525
+ const windows = this.#windows;
526
+ const old_corner = this.#scroll_old;
523
527
 
524
528
  for (let level = 0; level < this.level_count; level++) {
525
529
  const size = this.page_world_size(level);
530
+ const placed = windows.placed(level);
526
531
 
527
- const x = Math.floor(light_x / size) - half;
528
- const y = Math.floor(light_y / size) - half;
532
+ old_corner[0] = windows.corner(level, 0);
533
+ old_corner[1] = windows.corner(level, 1);
529
534
 
530
- const old_x = this.#origin_x[level];
531
- const old_y = this.#origin_y[level];
532
-
533
- if (this.#windows_placed) {
534
- if (x === old_x && y === old_y) {
535
- continue;
536
- }
535
+ // the camera's page, which the window keeps in its middle cell: a whole page, so the
536
+ // window moves exactly when the camera crosses into another page
537
+ if (!windows.place(level, Math.floor(light_x / size), Math.floor(light_y / size))) {
538
+ continue;
539
+ }
537
540
 
538
- this.#evict_vacated(level, old_x, old_y, x, y);
541
+ if (placed) {
542
+ this.#evict_vacated(level, old_corner);
539
543
  }
540
544
 
541
- this.#origin_x[level] = x;
542
- this.#origin_y[level] = y;
543
545
  this.#levels_dirty = true;
544
546
  }
545
-
546
- this.#windows_placed = true;
547
547
  }
548
548
 
549
549
  /**
550
- * Give back every resident page of a level that its window, moving from one corner to the other,
551
- * leaves behind. Walks the strips it vacates, or the whole level when it jumps a window or more.
550
+ * Give back every resident page of a level that its window, having moved from `old_corner`,
551
+ * left behind: the strips it vacated, or the whole level when it jumped a window or more.
552
+ *
553
+ * The order is part of the behaviour: the pool takes back first the slot it was given back last,
554
+ * so the order pages go back in decides the slots later pages land in. The columns left go a
555
+ * column at a time, then the rows left a row at a time, and a jump goes in page-table order.
552
556
  *
553
557
  * @param {number} level
554
- * @param {number} old_x
555
- * @param {number} old_y
556
- * @param {number} new_x
557
- * @param {number} new_y
558
+ * @param {Int32Array} old_corner
558
559
  */
559
- #evict_vacated(level, old_x, old_y, new_x, new_y) {
560
+ #evict_vacated(level, old_corner) {
561
+ const windows = this.#windows;
562
+ const new_corner = this.#scroll_new;
563
+ const boxes = this.#scroll_boxes;
560
564
  const n = this.pages_per_level;
561
565
 
562
- if (Math.abs(new_x - old_x) >= n || Math.abs(new_y - old_y) >= n) {
563
- const first = level * n * n;
564
-
565
- for (let cell = first; cell < first + n * n; cell++) {
566
- const slot = this.#cell_slot[cell];
567
-
568
- if (slot !== -1) {
569
- this.#evict(slot);
570
- this.stats.scroll_evictions++;
571
- }
572
- }
573
-
574
- return;
575
- }
566
+ new_corner[0] = windows.corner(level, 0);
567
+ new_corner[1] = windows.corner(level, 1);
576
568
 
577
- // the columns of the old window outside the new one, all rows
578
- const keep_x0 = Math.max(old_x, new_x);
579
- const keep_x1 = Math.min(old_x, new_x) + n;
569
+ // the pages the window left are the ones a move the other way would expose: a box of the
570
+ // columns left over every row, then one of the rows left over the columns kept, or the
571
+ // whole old window
572
+ const count = window_scroll_regions(new_corner, old_corner, windows.size, 2, boxes);
580
573
 
581
- for (let x = old_x; x < old_x + n; x++) {
582
- if (x >= keep_x0 && x < keep_x1) {
583
- continue;
584
- }
574
+ for (let b = 0; b < count; b++) {
575
+ const box = b * 4;
585
576
 
586
- for (let y = old_y; y < old_y + n; y++) {
587
- this.#evict_page_for_scroll(level, x, y);
588
- }
589
- }
590
-
591
- // then the rows outside it, over the columns both windows share
592
- const keep_y0 = Math.max(old_y, new_y);
593
- const keep_y1 = Math.min(old_y, new_y) + n;
577
+ const x0 = boxes[box];
578
+ const y0 = boxes[box + 1];
579
+ const x1 = boxes[box + 2];
580
+ const y1 = boxes[box + 3];
594
581
 
595
- for (let y = old_y; y < old_y + n; y++) {
596
- if (y >= keep_y0 && y < keep_y1) {
597
- continue;
598
- }
582
+ if (x1 - x0 === n && y1 - y0 === n) {
583
+ // the whole level, in page-table order
584
+ const first = level * n * n;
599
585
 
600
- for (let x = keep_x0; x < keep_x1; x++) {
601
- this.#evict_page_for_scroll(level, x, y);
586
+ for (let cell = first; cell < first + n * n; cell++) {
587
+ this.#evict_cell_for_scroll(cell);
588
+ }
589
+ } else if (y1 - y0 === n) {
590
+ // the columns left, every row of each
591
+ for (let x = x0; x < x1; x++) {
592
+ for (let y = y0; y < y1; y++) {
593
+ this.#evict_cell_for_scroll(this.cell_of(level, x, y));
594
+ }
595
+ }
596
+ } else {
597
+ // the rows left, over the columns kept
598
+ for (let y = y0; y < y1; y++) {
599
+ for (let x = x0; x < x1; x++) {
600
+ this.#evict_cell_for_scroll(this.cell_of(level, x, y));
601
+ }
602
+ }
602
603
  }
603
604
  }
604
605
  }
605
606
 
606
607
  /**
607
- * @param {number} level
608
- * @param {number} x
609
- * @param {number} y
608
+ * @param {number} cell
610
609
  */
611
- #evict_page_for_scroll(level, x, y) {
612
- const slot = this.#cell_slot[this.cell_of(level, x, y)];
610
+ #evict_cell_for_scroll(cell) {
611
+ const slot = this.#cell_slot[cell];
613
612
 
614
613
  if (slot === -1) {
615
614
  return;
@@ -1081,10 +1080,8 @@ export class VSMPageManager {
1081
1080
  const cell_y = (local / n) | 0;
1082
1081
 
1083
1082
  // the window's page in that cell
1084
- const origin_x = this.#origin_x[level];
1085
- const origin_y = this.#origin_y[level];
1086
- const x = origin_x + ((cell_x - origin_x) & mask);
1087
- const y = origin_y + ((cell_y - origin_y) & mask);
1083
+ const x = this.#windows.decode(level, 0, cell_x);
1084
+ const y = this.#windows.decode(level, 1, cell_y);
1088
1085
 
1089
1086
  const claimed = pool_exhausted ? -1 : this.#claim_slot(frame, level);
1090
1087
 
@@ -1 +1 @@
1
- {"version":3,"file":"VirtualShadowMap.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VirtualShadowMap.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;GAaG;AACH;IAuHI;;;;;;;;;;;OAWG;IACH;QAV2B,WAAW,EAA3B,MAAM;QACU,eAAe,EAA/B,MAAM;QACU,gBAAgB,EAAhC,MAAM;QACU,SAAS,EAAzB,MAAM;QACU,MAAM,EAAtB,MAAM;QACU,SAAS,EAAzB,MAAM;QACU,gBAAgB,EAAhC,MAAM;QACU,cAAc,EAA9B,MAAM;QACU,YAAY,EAA5B,MAAM;OA8BhB;IA7JD;;;OAGG;IACH,kBAHU,cAAc,CAGhB;IAER;;;;OAIG;IACH,uBAHU,MAAM,CAGH;IAEb;;;OAGG;IACH,YAFU,MAAM,CAEA;IAEhB;;;;OAIG;IACH,aAFU,MAAM,CAEC;IACjB,mBAAgB;IAChB,mBAAgB;IAEhB;;;;;;OAMG;IACH,aAFU,MAAM,CAEA;IAEhB;;;OAGG;IACH,oBAAgB;IAChB,iBAAa;IACb,oBAAgB;IAEhB;;;;;OAKG;IACH,aAFU,YAAU,IAAI,CAEL;IAEnB;;;OAGG;IACH,qBAFU,MAAM,CAEQ;IAExB;;;OAGG;IACH,WAFU,OAAO,CAEC;IAElB;;;OAGG;IACH,cAFU,kBAAkB,CAEY;IAExC;;;OAGG;IACH,MAFU,MAAM,CAEP;IACT,YAAQ;IAmFR;;;OAGG;IACH,wBAEC;IAED;;;;;;;OAOG;IACH,8DA2DC;IAED;;;OAGG;IACH,eAFa;QAAC,aAAa,EAAE,MAAM,CAAC;QAAC,aAAa,EAAE,MAAM,CAAC;QAAC,WAAW,EAAE,MAAM,CAAA;KAAC,CAM/E;IAED;;;OAGG;IACH,uBAFa,MAAM,CAsBlB;IAED;;;;;;;;OAQG;IACH,wBALW,kBAAkB,SAClB,MAAM,KACN,MAAM,KACN,MAAM,QAiBhB;IAYL;;;OAGG;IACH,6BAFU,OAAO,CAE4B;;CAN5C;0BArUyB,qBAAqB;+BAChB,qBAAqB;mCAFjB,oCAAoC"}
1
+ {"version":3,"file":"VirtualShadowMap.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VirtualShadowMap.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;GAaG;AACH;IAwHI;;;;;;;;;;;OAWG;IACH;QAV2B,WAAW,EAA3B,MAAM;QACU,eAAe,EAA/B,MAAM;QACU,gBAAgB,EAAhC,MAAM;QACU,SAAS,EAAzB,MAAM;QACU,MAAM,EAAtB,MAAM;QACU,SAAS,EAAzB,MAAM;QACU,gBAAgB,EAAhC,MAAM;QACU,cAAc,EAA9B,MAAM;QACU,YAAY,EAA5B,MAAM;OA8BhB;IA9JD;;;OAGG;IACH,kBAHU,cAAc,CAGhB;IAER;;;;OAIG;IACH,uBAHU,MAAM,CAGH;IAEb;;;OAGG;IACH,YAFU,MAAM,CAEA;IAEhB;;;;OAIG;IACH,aAFU,MAAM,CAEC;IACjB,mBAAgB;IAChB,mBAAgB;IAEhB;;;;;;OAMG;IACH,aAFU,MAAM,CAEA;IAEhB;;;OAGG;IACH,oBAAgB;IAChB,iBAAa;IACb,oBAAgB;IAEhB;;;;;OAKG;IACH,aAFU,YAAU,IAAI,CAEL;IAEnB;;;OAGG;IACH,qBAFU,MAAM,CAEQ;IAExB;;;OAGG;IACH,WAFU,OAAO,CAEC;IAElB;;;OAGG;IACH,cAFU,kBAAkB,CAEY;IAExC;;;OAGG;IACH,MAFU,MAAM,CAEP;IACT,YAAQ;IAoFR;;;OAGG;IACH,wBAEC;IAED;;;;;;;OAOG;IACH,8DA4DC;IAED;;;OAGG;IACH,eAFa;QAAC,aAAa,EAAE,MAAM,CAAC;QAAC,aAAa,EAAE,MAAM,CAAC;QAAC,WAAW,EAAE,MAAM,CAAA;KAAC,CAM/E;IAED;;;OAGG;IACH,uBAFa,MAAM,CAsBlB;IAED;;;;;;;;OAQG;IACH,wBALW,kBAAkB,SAClB,MAAM,KACN,MAAM,KACN,MAAM,QAiBhB;IAYL;;;OAGG;IACH,6BAFU,OAAO,CAE4B;;CAN5C;0BAvUyB,qBAAqB;+BAChB,qBAAqB;mCAFjB,oCAAoC"}
@@ -1,4 +1,5 @@
1
1
  import { assert } from "../../../../core/assert.js";
2
+ import { quantize_hysteretic } from "../../../../core/geom/clipmap/quantize_hysteretic.js";
2
3
  import { GPU_DATABASE_NULL } from "../../buffer/table/GPU_DATABASE_NULL.js";
3
4
  import { OrthographicCamera } from "../../camera/OrthographicCamera.js";
4
5
  import { Shadowmap } from "../map/Shadowmap.js";
@@ -99,9 +100,10 @@ export class VirtualShadowMap extends Shadowmap {
99
100
  far = 0;
100
101
 
101
102
  /**
102
- * Where the depth range is centred, along the light; set by the first {@link update}.
103
+ * Where the depth range is centred, along the light, in steps of a quarter of
104
+ * {@link depth_extent}; set by the first {@link update}.
103
105
  */
104
- #depth_centre = 0;
106
+ #depth_index = 0;
105
107
  #depth_centred = false;
106
108
 
107
109
  /**
@@ -219,16 +221,17 @@ export class VirtualShadowMap extends Shadowmap {
219
221
 
220
222
  // snapped, so the range moves — and every page with it — only when the camera has gone a
221
223
  // quarter of it along the light from where the range is centred: a camera standing on the
222
- // plane between two snaps does not move it back and forth
224
+ // plane between two snaps does not move it back and forth. Half a step of hysteresis on
225
+ // top of the half step makes that threshold a whole step.
223
226
  const snap = this.depth_extent / 4;
224
227
 
225
- if (!this.#depth_centred || Math.abs(light_depth - this.#depth_centre) > snap) {
226
- this.#depth_centre = Math.round(light_depth / snap) * snap;
227
- this.#depth_centred = true;
228
- }
228
+ this.#depth_index = quantize_hysteretic(light_depth, this.#depth_index, snap, snap * 0.5, this.#depth_centred);
229
+ this.#depth_centred = true;
230
+
231
+ const depth_centre = this.#depth_index * snap;
229
232
 
230
- this.near = this.#depth_centre - this.depth_extent;
231
- this.far = this.#depth_centre + this.depth_extent;
233
+ this.near = depth_centre - this.depth_extent;
234
+ this.far = depth_centre + this.depth_extent;
232
235
 
233
236
  const manager = this.manager;
234
237
  const frame = ++this.frame_index;
@@ -1,7 +1,7 @@
1
1
  /**
2
2
  * Append a lane's mover to the scene's mover list — `movers`, a `VSMMovers` the including shader
3
- * binds read-write — one atomic per subgroup: the subgroup counts its movers, its first lane
4
- * reserves that many entries, and each mover takes its place by its exclusive prefix.
3
+ * binds read-write — through {@link chunk_subgroup_append_slot}: one atomic per subgroup, and the
4
+ * mover's box written into the slot it was given.
5
5
  *
6
6
  * Every lane of the subgroup must call it, mover or not, from uniform control flow. Past `capacity`
7
7
  * the count still rises — that is how the stale pass knows the list overflowed — but nothing is
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_vsm_append_mover.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/vsm/shader/chunk_vsm_append_mover.js"],"names":[],"mappings":"AAGA;;;;;;;;;;GAUG;AACH,qCAFU,SAAS,CA8BjB;0BA1CwB,uCAAuC"}
1
+ {"version":3,"file":"chunk_vsm_append_mover.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/vsm/shader/chunk_vsm_append_mover.js"],"names":[],"mappings":"AAMA;;;;;;;;;;GAUG;AACH,qCAFU,SAAS,CAgBjB;0BA3BwB,uCAAuC"}
@@ -1,10 +1,13 @@
1
+ import {
2
+ chunk_subgroup_append_slot,
3
+ SUBGROUP_APPEND_NONE
4
+ } from "../../../shader/chunk/subgroup/chunk_subgroup_append_slot.js";
1
5
  import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
2
- import { WebGPUExtensionType } from "../../../../descriptor/WebGPUExtensionType.js";
3
6
 
4
7
  /**
5
8
  * Append a lane's mover to the scene's mover list — `movers`, a `VSMMovers` the including shader
6
- * binds read-write — one atomic per subgroup: the subgroup counts its movers, its first lane
7
- * reserves that many entries, and each mover takes its place by its exclusive prefix.
9
+ * binds read-write — through {@link chunk_subgroup_append_slot}: one atomic per subgroup, and the
10
+ * mover's box written into the slot it was given.
8
11
  *
9
12
  * Every lane of the subgroup must call it, mover or not, from uniform control flow. Past `capacity`
10
13
  * the count still rises — that is how the stale pass knows the list overflowed — but nothing is
@@ -16,30 +19,14 @@ export const chunk_vsm_append_mover = CodeChunk.from(
16
19
  //language=WGSL
17
20
  `
18
21
  fn vsm_append_mover(is_mover: bool, box_min: vec3f, box_max: vec3f, capacity: u32) {
19
- let want = select(0u, 1u, is_mover);
22
+ let slot = subgroup_append_slot(&movers.count, is_mover, capacity);
20
23
 
21
- let offset = subgroupExclusiveAdd(want);
22
- let total = subgroupAdd(want);
23
- let elected = subgroupElect();
24
-
25
- var base = 0u;
26
-
27
- if (elected && total > 0u) {
28
- base = atomicAdd(&movers.count, total);
29
- }
30
-
31
- base = subgroupBroadcastFirst(base);
32
-
33
- if (is_mover) {
34
- let index = base + offset;
35
-
36
- if (index < capacity) {
37
- movers.boxes[index * 2u] = vec4f(box_min, 0.0);
38
- movers.boxes[index * 2u + 1u] = vec4f(box_max, 0.0);
39
- }
24
+ if (slot != ${SUBGROUP_APPEND_NONE}u) {
25
+ movers.boxes[slot * 2u] = vec4f(box_min, 0.0);
26
+ movers.boxes[slot * 2u + 1u] = vec4f(box_max, 0.0);
40
27
  }
41
28
  }
42
- `
29
+ `, [
30
+ chunk_subgroup_append_slot,
31
+ ]
43
32
  );
44
-
45
- chunk_vsm_append_mover.addExtension(WebGPUExtensionType.Subgroups);
@@ -0,0 +1,7 @@
1
+ /**
2
+ * The linear, clamped sampler most chunks sample through.
3
+ * @type {ShaderResourceDescriptor}
4
+ */
5
+ export const SAMPLER_LINEAR_RESOURCE: ShaderResourceDescriptor;
6
+ import { ShaderResourceDescriptor } from "../shader/resource/ShaderResourceDescriptor.js";
7
+ //# sourceMappingURL=SAMPLER_LINEAR_RESOURCE.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SAMPLER_LINEAR_RESOURCE.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/texture/SAMPLER_LINEAR_RESOURCE.js"],"names":[],"mappings":"AAGA;;;GAGG;AACH,sCAFU,wBAAwB,CAEsF;yCAP/E,gDAAgD"}
@@ -0,0 +1,8 @@
1
+ import { ShaderResourceDescriptor } from "../shader/resource/ShaderResourceDescriptor.js";
2
+ import { SAMPLER_LINEAR_UPSCALE } from "./SAMPLER_LINEAR_UPSCALE.js";
3
+
4
+ /**
5
+ * The linear, clamped sampler most chunks sample through.
6
+ * @type {ShaderResourceDescriptor}
7
+ */
8
+ export const SAMPLER_LINEAR_RESOURCE = ShaderResourceDescriptor.sampler("sLinear", "filtering", SAMPLER_LINEAR_UPSCALE);
@@ -9,58 +9,71 @@
9
9
  */
10
10
  export function tile_atlas_slot_cell(slot: number, slots_x: number, slots_y: number, out: number[] | Uint32Array): number[] | Uint32Array;
11
11
  /**
12
- * The footprint a full atlas widens to: the smaller of x and y doubles, x on a tie, capped at
13
- * `axis_limit`. The smaller side reaches the limit only when both have, which is when the atlas is
14
- * full.
12
+ * The footprint a full atlas widens to: the side narrower in texels doubles, x on a tie, each side
13
+ * capped at as many tiles of its own length as fit under `max_dimension`. A side already at its
14
+ * limit leaves the doubling to the other, and the footprint is full only when both are.
15
+ *
16
+ * Texels, not tiles, decide which side is narrower: the device's limit is in texels on every axis,
17
+ * so keeping the layer near square in texels keeps both sides short of it for longer. With a cubic
18
+ * tile the two counts agree.
15
19
  *
16
20
  * @param {number} slots_x
17
21
  * @param {number} slots_y
18
- * @param {number} axis_limit tiles that fit along an axis
22
+ * @param {number} tile_size_x texels along x of a tile
23
+ * @param {number} tile_size_y texels along y of a tile
24
+ * @param {number} max_dimension the device's `maxTextureDimension3D`
19
25
  * @param {number[]} out receives the new slots_x, slots_y
20
- * @returns {boolean} false when both sides are at the limit, and nothing can widen
26
+ * @returns {boolean} false when both sides are at their limits, and nothing can widen
21
27
  */
22
- export function tile_atlas_widened_footprint(slots_x: number, slots_y: number, axis_limit: number, out: number[]): boolean;
28
+ export function tile_atlas_widened_footprint(slots_x: number, slots_y: number, tile_size_x: number, tile_size_y: number, max_dimension: number, out: number[]): boolean;
23
29
  /**
24
30
  * A tile's full block from its content: the content in the middle, and around it a skirt of
25
- * `border` texels holding the content's opposite edge, so the block tiles with itself under a
26
- * linear filter.
31
+ * `border` texels holding the content's opposite edge along each axis, so the block tiles with
32
+ * itself under a linear filter.
27
33
  *
28
34
  * Pure, and the one place the wrap is defined — a device-side producer has to agree with it.
29
35
  *
30
- * @param {Uint8Array} content `content_size³ · bytes_per_texel` bytes, x fastest
31
- * @param {number} content_size
32
- * @param {number} border at most `content_size`
36
+ * @param {Uint8Array} content `content_size[0] · content_size[1] · content_size[2] ·
37
+ * bytes_per_texel` bytes, x fastest
38
+ * @param {ArrayLike<number>} content_size texels of content along x, y and z
39
+ * @param {number} border at most the shortest axis of `content_size`
33
40
  * @param {number} bytes_per_texel
34
- * @param {Uint8Array} out `(content_size + 2·border)³ · bytes_per_texel` bytes, x fastest
41
+ * @param {Uint8Array} out `(content_size[0] + 2·border) · (content_size[1] + 2·border) ·
42
+ * (content_size[2] + 2·border) · bytes_per_texel` bytes, x fastest
35
43
  * @returns {Uint8Array} out
36
44
  */
37
- export function tile_atlas_bordered_block(content: Uint8Array, content_size: number, border: number, bytes_per_texel: number, out: Uint8Array): Uint8Array;
45
+ export function tile_atlas_bordered_block(content: Uint8Array, content_size: ArrayLike<number>, border: number, bytes_per_texel: number, out: Uint8Array): Uint8Array;
38
46
  /**
39
- * One 3-D texture cut into equal tiles, each tile a `content_size³` block of texels wrapped in a
40
- * `border`-texel skirt, handed out one slot at a time.
47
+ * One 3-D texture cut into equal tiles, each tile a block of `content_size[0] × content_size[1] ×
48
+ * content_size[2]` texels wrapped in a `border`-texel skirt, handed out one slot at a time. A tile
49
+ * has its own length along each axis; a cube is the case where the three are equal, declared as
50
+ * such.
41
51
  *
42
52
  * **What the border is for.** A tile sampled with a linear filter reads half a texel past its
43
53
  * content on every side. The skirt holds the texels a *wrapping* tile would find there — the
44
- * opposite edge of the same content — so a trilinear tap at the tile's edge blends with the tile's
45
- * other side and never with the neighbouring slot. {@link tile_atlas_bordered_block} builds that
46
- * skirt on the host; a producer writing on the device (a compute bake copying in through
47
- * {@link copy_from_buffer}, or storing into the texture from a shader) writes the whole
48
- * `tile_size³` block, skirt included, itself. One texel of border is what a linear filter needs; a
49
- * wider one is for a consumer that steps further (a distance field marched across a tile), which is
50
- * why it is a parameter. A consumer that never reads past its tile — loads clamped to the content —
51
- * wants none.
54
+ * opposite edge of the same content, along each axis by that axis's length — so a trilinear tap at
55
+ * the tile's edge blends with the tile's other side and never with the neighbouring slot.
56
+ * {@link tile_atlas_bordered_block} builds that skirt on the host; a producer writing on the device
57
+ * (a compute bake copying in through {@link copy_from_buffer}, or storing into the texture from a
58
+ * shader) writes the whole `tile_size` block, skirt included, itself. One texel of border is what a
59
+ * linear filter needs; a wider one is for a consumer that steps further (a distance field marched
60
+ * across a tile), which is why it is a parameter. A consumer that never reads past its tile — loads
61
+ * clamped to the content — wants none. The border is the same on every side and every axis.
52
62
  *
53
63
  * **Slots are linear, and grow two ways.** Slot `s` sits at grid cell
54
64
  * `(s mod slots_x, floor(s / slots_x) mod slots_y, floor(s / (slots_x · slots_y)))`, x fastest and
55
- * z slowest. When none is free, {@link allocate}:
65
+ * z slowest, and a cell is one tile along each axis: its texel origin is the cell times
66
+ * {@link tile_size}, per axis ({@link slot_origin}; `chunk_tile_atlas_slot_origin` on the device).
67
+ * When no slot is free, {@link allocate}:
56
68
  * - **adds a layer** of `slots_x · slots_y` slots at the end of z. Nothing already placed moves, so
57
69
  * the old extent is copied across as it was. This is the common grow.
58
- * - **widens the layer** once z is at the device's `maxTextureDimension3D`: the smaller of x and y
59
- * doubles (x on a tie, capped at the device), the layers halve, and every tile is copied to where
60
- * its slot sits under the new footprint ({@link tile_atlas_widened_footprint}). A slot keeps its
61
- * index and its texels; its *origin* changes. Rare, and as costly as a full copy.
70
+ * - **widens the layer** once z is at the device's `maxTextureDimension3D`: the side narrower in
71
+ * texels doubles (x on a tie, each capped at its own limit), the layers halve, and every tile is
72
+ * copied to where its slot sits under the new footprint ({@link tile_atlas_widened_footprint}). A
73
+ * slot keeps its index and its texels; its *origin* changes. Rare, and as costly as a full copy.
62
74
  *
63
- * {@link capacity_limit} is where both run out: the device's limit in tiles along every axis.
75
+ * {@link capacity_limit} is where both run out: along every axis, as many tiles of that axis's
76
+ * length as fit under `maxTextureDimension3D`.
64
77
  *
65
78
  * **Allocation reallocates the texture.** A grow replaces {@link texture}'s `GPUTexture` (the
66
79
  * `GPUTextureContext` stays; its views are re-made), and a widen moves every tile. Take the
@@ -73,8 +86,9 @@ export function tile_atlas_bordered_block(content: Uint8Array, content_size: num
73
86
  *
74
87
  * Clients: the volumetrics noise atlas (`r8unorm`, 128³ + 1, sampled) and the per-geometry SDF
75
88
  * atlas of `GPUGeometrySDFManager` (`r32float`, 50³ + 0, stored into by its build shader). Built
76
- * general — format, tile size, border, footprint and usage are all constructor arguments — so a
77
- * brick SDF atlas can be another instance rather than another class.
89
+ * general — format, tile size per axis, border, footprint and usage are all constructor arguments —
90
+ * so a brick SDF atlas or a published wind field can be another instance rather than another
91
+ * class.
78
92
  */
79
93
  export class GPUTileAtlas3D {
80
94
  /**
@@ -84,9 +98,10 @@ export class GPUTileAtlas3D {
84
98
  * @param {GPUDevice} options.device
85
99
  * @param {GPUTextureFormat} options.format an uncompressed, copyable format — what a 3-D texture
86
100
  * allows, and what {@link write} sizes its block by
87
- * @param {number} options.content_size texels of content along each axis of a tile
101
+ * @param {number[]} options.content_size texels of content along x, y and z of a tile, three
102
+ * positive integers; a cubic tile is `[n, n, n]`. Copied: the array stays the caller's
88
103
  * @param {number} options.border texels of skirt on each side of the content, at least 1 for a
89
- * linear filter
104
+ * linear filter, and no more than the shortest axis of the content
90
105
  * @param {number} options.slots_x tiles along x to start with; it changes only when the atlas
91
106
  * widens
92
107
  * @param {number} options.slots_y tiles along y to start with; it changes only when the atlas
@@ -102,7 +117,7 @@ export class GPUTileAtlas3D {
102
117
  constructor({ device, format, content_size, border, slots_x, slots_y, capacity, usage, label }: {
103
118
  device: GPUDevice;
104
119
  format: GPUTextureFormat;
105
- content_size: number;
120
+ content_size: number[];
106
121
  border: number;
107
122
  slots_x: number;
108
123
  slots_y: number;
@@ -123,18 +138,20 @@ export class GPUTileAtlas3D {
123
138
  */
124
139
  get bytes_per_texel(): number;
125
140
  /**
126
- * @returns {number}
141
+ * Texels of content along x, y and z of a tile. Frozen: the atlas's own, not a copy.
142
+ * @returns {readonly number[]}
127
143
  */
128
- get content_size(): number;
144
+ get content_size(): readonly number[];
129
145
  /**
130
146
  * @returns {number}
131
147
  */
132
148
  get border(): number;
133
149
  /**
134
- * Texels along each axis of a tile, skirt included.
135
- * @returns {number}
150
+ * Texels along x, y and z of a tile, skirt included: the stride between slots along each axis.
151
+ * Frozen: the atlas's own, not a copy.
152
+ * @returns {readonly number[]}
136
153
  */
137
- get tile_size(): number;
154
+ get tile_size(): readonly number[];
138
155
  /**
139
156
  * Tiles along x now; a widen may double it.
140
157
  * @returns {number}
@@ -156,9 +173,9 @@ export class GPUTileAtlas3D {
156
173
  */
157
174
  get capacity(): number;
158
175
  /**
159
- * The most slots this atlas can ever hold on this device: as many tiles along each of x, y and z
160
- * as fit under `maxTextureDimension3D`, x and y reached by widening. A limit of texture
161
- * dimensions, not of memory — a device may refuse the texture long before.
176
+ * The most slots this atlas can ever hold on this device: along each of x, y and z, as many
177
+ * tiles of that axis's length as fit under `maxTextureDimension3D`, x and y reached by widening.
178
+ * A limit of texture dimensions, not of memory — a device may refuse the texture long before.
162
179
  * @returns {number}
163
180
  */
164
181
  get capacity_limit(): number;
@@ -184,7 +201,8 @@ export class GPUTileAtlas3D {
184
201
  free(slot: number): void;
185
202
  /**
186
203
  * Texel origin of a slot's tile — the corner of its skirt, not of its content — under the
187
- * footprint as it is now.
204
+ * footprint as it is now: the slot's grid cell times {@link tile_size}, per axis.
205
+ * `chunk_tile_atlas_slot_origin` is the same placement on the device.
188
206
  *
189
207
  * @param {number} slot
190
208
  * @param {number[]|Uint32Array} out receives x, y, z
@@ -196,20 +214,21 @@ export class GPUTileAtlas3D {
196
214
  * one `writeTexture`.
197
215
  *
198
216
  * @param {number} slot a live slot
199
- * @param {Uint8Array} content `content_size³ · bytes_per_texel` bytes, x fastest, then y, then z
217
+ * @param {Uint8Array} content `content_size[0] · content_size[1] · content_size[2] ·
218
+ * bytes_per_texel` bytes, x fastest, then y, then z
200
219
  */
201
220
  write(slot: number, content: Uint8Array): void;
202
221
  /**
203
222
  * Put a whole tile, skirt included, into a slot from a buffer on the device — the way a compute
204
- * bake lands: it writes the `tile_size³` block into a storage buffer, rows padded to the copy
223
+ * bake lands: it writes the `tile_size` block into a storage buffer, rows padded to the copy
205
224
  * alignment, and this copies it across in the same command stream.
206
225
  *
207
226
  * @param {GPUCommandEncoder} encoder
208
227
  * @param {number} slot a live slot
209
228
  * @param {GPUBuffer} buffer
210
229
  * @param {number} byte_offset where the block starts in the buffer
211
- * @param {number} bytes_per_row stride of a row of `tile_size` texels, a multiple of
212
- * `COPY_BYTES_PER_ROW_ALIGNMENT`; rows per image is the tile size
230
+ * @param {number} bytes_per_row stride of a row of `tile_size[0]` texels, a multiple of
231
+ * `COPY_BYTES_PER_ROW_ALIGNMENT`; rows per image is `tile_size[1]`
213
232
  */
214
233
  copy_from_buffer(encoder: GPUCommandEncoder, slot: number, buffer: GPUBuffer, byte_offset: number, bytes_per_row: number): void;
215
234
  destroy(): void;