@woosh/meep-engine 3.57.0 → 3.58.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/build/bundle-worker-terrain.js +1 -1
- package/editor/ecs/component/editors/ColorEditor.js +2 -2
- package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -1
- package/editor/particles/effect/ParticleEffectDocument.js +2 -5
- package/editor/tools/GridPaintTool.js +2 -2
- package/editor/view/node-graph/NodeGraphEditorView.d.ts +1 -1
- package/editor/view/node-graph/NodeGraphEditorView.d.ts.map +1 -1
- package/editor/view/node-graph/NodeGraphEditorView.js +2 -2
- package/editor/view/node-graph/NodeGraphView.d.ts +0 -1
- package/editor/view/node-graph/NodeGraphView.d.ts.map +1 -1
- package/editor/view/node-graph/NodeGraphView.js +0 -2
- package/package.json +1 -1
- package/src/core/bvh8/build/NodeProxy.js +2 -2
- package/src/core/bvh8/build/aabb3_compute_merge_cost.js +4 -4
- package/src/core/bvh8/build/bvh8_build_for_geometry.js +2 -2
- package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.d.ts +1 -1
- package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.js +1 -1
- package/src/core/geom/2d/triangle/tri2_intersects_aabb2.d.ts +17 -0
- package/src/core/geom/2d/triangle/tri2_intersects_aabb2.d.ts.map +1 -0
- package/src/core/geom/2d/triangle/tri2_intersects_aabb2.js +64 -0
- package/src/core/geom/2d/triangle/tri2_rasterize_barycentric.d.ts +23 -0
- package/src/core/geom/2d/triangle/tri2_rasterize_barycentric.d.ts.map +1 -0
- package/src/core/geom/2d/triangle/tri2_rasterize_barycentric.js +81 -0
- package/src/core/geom/2d/triangle/tri2_rasterize_conservative.d.ts.map +1 -1
- package/src/core/geom/2d/triangle/tri2_rasterize_conservative.js +36 -99
- package/src/core/geom/3d/aabb/aabb3_build_frustum.d.ts +0 -11
- package/src/core/geom/3d/aabb/aabb3_build_frustum.d.ts.map +1 -1
- package/src/core/geom/3d/aabb/aabb3_build_frustum.js +15 -20
- package/src/core/geom/3d/box/box3_raycast.d.ts +1 -1
- package/src/core/geom/3d/box/box3_raycast.js +1 -1
- package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts +1 -1
- package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.js +1 -1
- package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +3 -3
- package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +3 -3
- package/src/core/geom/3d/shape/HeightMapShape3D.js +2 -2
- package/src/core/geom/3d/shape/MeshShape3D.d.ts +2 -2
- package/src/core/geom/3d/shape/MeshShape3D.js +2 -2
- package/src/core/geom/3d/shape/PosedShape3D.js +2 -2
- package/src/core/geom/3d/sphere/sphere_matrix4_transform.d.ts +0 -7
- package/src/core/geom/3d/sphere/sphere_matrix4_transform.d.ts.map +1 -1
- package/src/core/geom/3d/sphere/sphere_matrix4_transform.js +0 -4
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_compute_tet_quality.d.ts +1 -1
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_compute_tet_quality.js +1 -1
- package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.d.ts +1 -1
- package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.js +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.d.ts +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.js +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_fuse_duplicate_edges.d.ts +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_fuse_duplicate_edges.js +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.d.ts +2 -2
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.js +2 -2
- package/src/core/geom/3d/topology/struct/binary/io/face/bt_face_poke.d.ts +0 -14
- package/src/core/geom/3d/topology/struct/binary/io/face/bt_face_poke.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/face/bt_face_poke.js +0 -5
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +151 -151
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.js +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_vertex_adjacent_faces.d.ts +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_vertex_adjacent_faces.js +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.js +1 -2
- package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.d.ts +0 -8
- package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.js +25 -36
- package/src/core/geom/clipmap/ClipmapCascadePlacement.d.ts +137 -0
- package/src/core/geom/clipmap/ClipmapCascadePlacement.d.ts.map +1 -0
- package/src/core/geom/clipmap/ClipmapCascadePlacement.js +350 -0
- package/src/core/geom/polyline/polyline_simplify_by_error.d.ts +16 -0
- package/src/core/geom/polyline/polyline_simplify_by_error.d.ts.map +1 -0
- package/src/core/geom/polyline/polyline_simplify_by_error.js +52 -0
- package/src/core/geom/vec3/v3_quaternion_apply.d.ts +1 -1
- package/src/core/geom/vec3/v3_quaternion_apply.js +1 -1
- package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts +2 -2
- package/src/core/geom/vec3/v3_quaternion_apply_inverse.js +2 -2
- package/src/core/geom/vec3/v3_triple_cross.d.ts +1 -1
- package/src/core/geom/vec3/v3_triple_cross.js +1 -1
- package/src/engine/asset/preloader/AssetPreloader.d.ts +0 -5
- package/src/engine/asset/preloader/AssetPreloader.d.ts.map +1 -1
- package/src/engine/asset/preloader/AssetPreloader.js +0 -6
- package/src/engine/ecs/terrain/tiles/TerrainTile.d.ts.map +1 -1
- package/src/engine/ecs/terrain/tiles/TerrainTile.js +25 -12
- package/src/engine/graphics/ecs/decal/v2/Decal.d.ts +2 -2
- package/src/engine/graphics/ecs/decal/v2/Decal.js +2 -2
- package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
- package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +420 -418
- package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.d.ts +1 -0
- package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +10 -0
- package/src/engine/graphics/ecs/particles/ParticleEffect.js +3 -3
- package/src/engine/graphics/ecs/path/tube/build/makeTubeStream.js +2 -2
- package/src/engine/graphics/geometry/buffered/build_height_field_geometry.d.ts +12 -0
- package/src/engine/graphics/geometry/buffered/build_height_field_geometry.d.ts.map +1 -1
- package/src/engine/graphics/geometry/buffered/build_height_field_geometry.js +29 -2
- package/src/engine/graphics/texture/sprite/prototypeSpriteCutoutGeometry.js +1 -1
- package/src/engine/graphics3/ShadedGeometrySystem.d.ts +2 -1
- package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
- package/src/engine/graphics3/ShadedGeometrySystem.js +7 -5
- package/src/engine/graphics3/Trail3DSystem.d.ts +1 -1
- package/src/engine/graphics3/Trail3DSystem.js +1 -1
- package/src/engine/graphics3/WaterSystem.d.ts +60 -0
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem.js +733 -300
- package/src/engine/graphics3/make_default_environment.d.ts.map +1 -1
- package/src/engine/graphics3/make_default_environment.js +2 -4
- package/src/engine/graphics3/prefab/prefab_place.js +1 -1
- package/src/engine/navigation/mesh/build/clip_soup_against_overhangs.js +628 -628
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
- package/src/engine/physics/inertia/world_inverse_inertia.js +1 -1
- package/src/engine/physics/narrowphase/narrowphase_step.js +1 -1
- package/src/engine/sound/simulation/render/reverbImpulseResponse.d.ts +0 -1
- package/src/engine/sound/simulation/render/reverbImpulseResponse.d.ts.map +1 -1
- package/src/engine/sound/simulation/render/reverbImpulseResponse.js +0 -6
- package/src/engine/sound/simulation/render/reverb_band_tails.d.ts +1 -1
- package/src/engine/sound/simulation/render/reverb_band_tails.js +1 -1
- package/src/engine/sound/sopra/runtime/EventInstance.js +1 -1
- package/src/generation/foliage/CROWN_FULLNESS_BRIEF_2026_10_26.md +86 -0
- package/src/generation/foliage/FOLIAGE_DESIGN.md +87 -30
- package/src/generation/foliage/LOD_REWORK_BRIEF_2026_10_27.md +486 -0
- package/src/generation/foliage/REAL_TIME_TREES_BRIEF_2026_10_27.md +86 -0
- package/src/generation/foliage/SELF_ORGANIZING_FRAMEWORK_BRIEF_2026_10_26.md +346 -0
- package/src/generation/foliage/analysis/crown_opacity_measure.d.ts.map +1 -1
- package/src/generation/foliage/analysis/crown_opacity_measure.js +80 -102
- package/src/generation/foliage/analysis/foliage_measure_leaf_area.d.ts.map +1 -1
- package/src/generation/foliage/analysis/foliage_measure_leaf_area.js +1 -7
- package/src/generation/foliage/analysis/tree_crown_opacity.js +1 -1
- package/src/generation/foliage/analysis/tree_leaf_area_targets.d.ts +66 -0
- package/src/generation/foliage/analysis/tree_leaf_area_targets.d.ts.map +1 -0
- package/src/generation/foliage/analysis/tree_leaf_area_targets.js +95 -0
- package/src/generation/foliage/analysis/tree_render_cost.d.ts +88 -0
- package/src/generation/foliage/analysis/tree_render_cost.d.ts.map +1 -0
- package/src/generation/foliage/analysis/tree_render_cost.js +157 -0
- package/src/generation/foliage/asset/TreeAsset.d.ts +7 -6
- package/src/generation/foliage/asset/TreeAsset.d.ts.map +1 -1
- package/src/generation/foliage/asset/TreeAsset.js +10 -7
- package/src/generation/foliage/asset/TreeLODAsset.d.ts +24 -11
- package/src/generation/foliage/asset/TreeLODAsset.d.ts.map +1 -1
- package/src/generation/foliage/asset/TreeLODAsset.js +49 -20
- package/src/generation/foliage/asset/generate_tree.d.ts +11 -0
- package/src/generation/foliage/asset/generate_tree.d.ts.map +1 -1
- package/src/generation/foliage/asset/generate_tree.js +84 -10
- package/src/generation/foliage/asset/tree_lod_plan.d.ts +71 -0
- package/src/generation/foliage/asset/tree_lod_plan.d.ts.map +1 -0
- package/src/generation/foliage/asset/tree_lod_plan.js +119 -0
- package/src/generation/foliage/config/BranchGeneratorConfig.d.ts +0 -10
- package/src/generation/foliage/config/BranchGeneratorConfig.d.ts.map +1 -1
- package/src/generation/foliage/config/BranchGeneratorConfig.js +1 -23
- package/src/generation/foliage/config/ShootGrowthConfig.d.ts +45 -10
- package/src/generation/foliage/config/ShootGrowthConfig.d.ts.map +1 -1
- package/src/generation/foliage/config/ShootGrowthConfig.js +70 -16
- package/src/generation/foliage/config/ShootSystemRule.d.ts +12 -12
- package/src/generation/foliage/config/ShootSystemRule.d.ts.map +1 -1
- package/src/generation/foliage/config/ShootSystemRule.js +24 -20
- package/src/generation/foliage/config/TreeLODConfig.d.ts +14 -37
- package/src/generation/foliage/config/TreeLODConfig.d.ts.map +1 -1
- package/src/generation/foliage/config/TreeLODConfig.js +23 -116
- package/src/generation/foliage/config/TreeSpeciesConfig.d.ts +2 -1
- package/src/generation/foliage/config/TreeSpeciesConfig.d.ts.map +1 -1
- package/src/generation/foliage/config/TreeSpeciesConfig.js +2 -7
- package/src/generation/foliage/material/foliage_atlas_cutout.d.ts +6 -4
- package/src/generation/foliage/material/foliage_atlas_cutout.d.ts.map +1 -1
- package/src/generation/foliage/material/foliage_atlas_cutout.js +32 -27
- package/src/generation/foliage/material/foliage_material_from_samplers.d.ts +13 -0
- package/src/generation/foliage/material/foliage_material_from_samplers.d.ts.map +1 -0
- package/src/generation/foliage/material/foliage_material_from_samplers.js +69 -0
- package/src/generation/foliage/material/foliage_tile.d.ts +19 -0
- package/src/generation/foliage/material/foliage_tile.d.ts.map +1 -1
- package/src/generation/foliage/material/foliage_tile.js +9 -1
- package/src/generation/foliage/material/leaf_geometry.d.ts +7 -0
- package/src/generation/foliage/material/leaf_geometry.d.ts.map +1 -1
- package/src/generation/foliage/material/leaf_geometry.js +21 -9
- package/src/generation/foliage/material/make_foliage_material.d.ts +2 -3
- package/src/generation/foliage/material/make_foliage_material.d.ts.map +1 -1
- package/src/generation/foliage/material/make_foliage_material.js +3 -57
- package/src/generation/foliage/material/tree_cluster_atlas_pack.d.ts +14 -0
- package/src/generation/foliage/material/tree_cluster_atlas_pack.d.ts.map +1 -0
- package/src/generation/foliage/material/tree_cluster_atlas_pack.js +28 -0
- package/src/generation/foliage/material/tree_cluster_bake.d.ts +74 -0
- package/src/generation/foliage/material/tree_cluster_bake.d.ts.map +1 -0
- package/src/generation/foliage/material/tree_cluster_bake.js +415 -0
- package/src/generation/foliage/material/tree_cluster_press.d.ts +18 -0
- package/src/generation/foliage/material/tree_cluster_press.d.ts.map +1 -0
- package/src/generation/foliage/material/tree_cluster_press.js +83 -0
- package/src/generation/foliage/material/tree_cluster_tiles.d.ts +46 -0
- package/src/generation/foliage/material/tree_cluster_tiles.d.ts.map +1 -0
- package/src/generation/foliage/material/tree_cluster_tiles.js +75 -0
- package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts +22 -4
- package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts.map +1 -1
- package/src/generation/foliage/mesh/foliage_collect_attachments.js +26 -14
- package/src/generation/foliage/mesh/tree_cluster_cards.d.ts +61 -0
- package/src/generation/foliage/mesh/tree_cluster_cards.d.ts.map +1 -0
- package/src/generation/foliage/mesh/tree_cluster_cards.js +114 -0
- package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts +121 -0
- package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts.map +1 -0
- package/src/generation/foliage/mesh/tree_cluster_representatives.js +309 -0
- package/src/generation/foliage/mesh/tree_clusters.d.ts +71 -0
- package/src/generation/foliage/mesh/tree_clusters.d.ts.map +1 -0
- package/src/generation/foliage/mesh/tree_clusters.js +174 -0
- package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -1
- package/src/generation/foliage/mesh/tree_mesh_build_bark.js +577 -172
- package/src/generation/foliage/mesh/tree_mesh_build_clusters.d.ts +25 -0
- package/src/generation/foliage/mesh/tree_mesh_build_clusters.d.ts.map +1 -0
- package/src/generation/foliage/mesh/tree_mesh_build_clusters.js +144 -0
- package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts +7 -10
- package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts.map +1 -1
- package/src/generation/foliage/mesh/tree_mesh_build_foliage.js +13 -39
- package/src/generation/foliage/presets/make_tree_species_preset.d.ts.map +1 -1
- package/src/generation/foliage/presets/make_tree_species_preset.js +80 -208
- package/src/generation/foliage/skeleton/ShootFrameworkHash.d.ts +5 -2
- package/src/generation/foliage/skeleton/ShootFrameworkHash.d.ts.map +1 -1
- package/src/generation/foliage/skeleton/ShootFrameworkHash.js +13 -8
- package/src/generation/foliage/skeleton/ShootGirth.d.ts.map +1 -1
- package/src/generation/foliage/skeleton/ShootGirth.js +6 -5
- package/src/generation/foliage/skeleton/ShootLightField.d.ts +9 -0
- package/src/generation/foliage/skeleton/ShootLightField.d.ts.map +1 -1
- package/src/generation/foliage/skeleton/ShootLightField.js +25 -0
- package/src/generation/foliage/skeleton/ShootWoodHash.d.ts +89 -0
- package/src/generation/foliage/skeleton/ShootWoodHash.d.ts.map +1 -0
- package/src/generation/foliage/skeleton/ShootWoodHash.js +195 -0
- package/src/generation/foliage/skeleton/TreeSkeleton.d.ts +6 -0
- package/src/generation/foliage/skeleton/TreeSkeleton.d.ts.map +1 -1
- package/src/generation/foliage/skeleton/TreeSkeleton.js +9 -0
- package/src/generation/foliage/skeleton/shoot_demography.d.ts +17 -4
- package/src/generation/foliage/skeleton/shoot_demography.d.ts.map +1 -1
- package/src/generation/foliage/skeleton/shoot_demography.js +22 -6
- package/src/generation/foliage/skeleton/shoot_geometry.d.ts +5 -6
- package/src/generation/foliage/skeleton/shoot_geometry.d.ts.map +1 -1
- package/src/generation/foliage/skeleton/shoot_geometry.js +29 -12
- package/src/generation/foliage/skeleton/shoot_systems_simulate.d.ts +43 -4
- package/src/generation/foliage/skeleton/shoot_systems_simulate.d.ts.map +1 -1
- package/src/generation/foliage/skeleton/shoot_systems_simulate.js +537 -70
- package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.d.ts +30 -5
- package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.d.ts.map +1 -1
- package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.js +46 -10
- package/src/generation/foliage/skeleton/tree_skeleton_bind_skin_joints.d.ts +10 -0
- package/src/generation/foliage/skeleton/tree_skeleton_bind_skin_joints.d.ts.map +1 -0
- package/src/generation/foliage/skeleton/tree_skeleton_bind_skin_joints.js +12 -0
- package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts.map +1 -1
- package/src/generation/foliage/skeleton/tree_skeleton_grow.js +2 -1
- package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts +4 -0
- package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts.map +1 -1
- package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.js +102 -6
- package/src/shade/descriptor/binding/BindGroupLayoutEntry.js +6 -6
- package/src/shade/descriptor/pipeline/render/ColorTargetState.js +2 -2
- package/src/shade/descriptor/pipeline/render/RenderPipelineDescriptor.js +3 -3
- package/src/shade/playground/additive_blending/main.js +529 -529
- package/src/shade/playground/avboit/main.js +1 -1
- package/src/shade/playground/basis_textures/main.js +365 -365
- package/src/shade/playground/caldera/main.js +1 -1
- package/src/shade/playground/contact_shadows/main.js +1 -1
- package/src/shade/playground/foliage_wind/main.js +289 -289
- package/src/shade/playground/mesh_row_ceiling/main.js +1 -1
- package/src/shade/playground/particle_ecs/main.js +1 -1
- package/src/shade/playground/particle_system/main.js +1 -1
- package/src/shade/playground/sh_exponential/main.js +1 -1
- package/src/shade/playground/skinned_blas_refit/main.js +1 -1
- package/src/shade/playground/skinned_mesh_soup/main.js +1 -1
- package/src/shade/playground/sponza_path_trace/main.js +1 -1
- package/src/shade/playground/ssr_motion/main.js +1 -1
- package/src/shade/playground/ssr_reprojection/main.js +1 -1
- package/src/shade/playground/tonemap_sdr/main.js +1 -1
- package/src/shade/playground/vgeo_runtime/main.js +1 -1
- package/src/shade/playground/vgeo_scene/main.js +1 -1
- package/src/shade/playground/volumetrics_froxel/main.js +1 -1
- package/src/shade/playground/vsm/index.html +4 -1
- package/src/shade/playground/vsm/main.d.ts.map +1 -1
- package/src/shade/playground/vsm/main.js +8 -5
- package/src/shade/playground/water_refraction/main.js +1 -1
- package/src/shade/playground/water_surface/main.js +1 -1
- package/src/shade/renderer/Renderer.d.ts +13 -0
- package/src/shade/renderer/Renderer.d.ts.map +1 -1
- package/src/shade/renderer/Renderer.js +132 -3
- package/src/shade/renderer/ShadeIndirectLightingMode.d.ts +1 -0
- package/src/shade/renderer/ShadeIndirectLightingMode.js +6 -0
- package/src/shade/renderer/camera/orbital/README.md +3 -6
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- package/src/core/geom/packing/max-rect/cost/costByBestShortSide.js +0 -7
- package/src/core/geom/packing/max-rect/cost/costByRemainingArea.d.ts +0 -7
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- package/src/core/geom/packing/max-rect/cost/costByRemainingArea.js +0 -7
- package/src/core/geom/packing/max-rect/cutArea.d.ts +0 -7
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- package/src/core/geom/packing/max-rect/cutArea.js +0 -7
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- package/src/core/geom/packing/max-rect/findBestContainer.js +0 -7
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- package/src/core/geom/packing/max-rect/packMaxRectangles.js +0 -7
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- package/src/core/geom/packing/max-rect/removeRedundantBoxes.js +0 -7
- package/src/core/geom/packing/max-rect/removeRedundantBoxesArray.d.ts +0 -7
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- package/src/core/geom/random/randomPointInBox.js +0 -7
- package/src/core/geom/random/randomPointInCircle.d.ts +0 -7
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- package/src/core/geom/random/randomPointInCircle.js +0 -7
- package/src/core/geom/random/randomPointInPoint.d.ts +0 -7
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- package/src/core/geom/random/randomPointInSphere.d.ts +0 -7
- package/src/core/geom/random/randomPointInSphere.d.ts.map +0 -1
- package/src/core/geom/random/randomPointInSphere.js +0 -7
- package/src/core/geom/random/randomPointOnBox.d.ts +0 -7
- package/src/core/geom/random/randomPointOnBox.d.ts.map +0 -1
- package/src/core/geom/random/randomPointOnBox.js +0 -7
- package/src/core/geom/random/randomPointOnSphere.d.ts +0 -7
- package/src/core/geom/random/randomPointOnSphere.d.ts.map +0 -1
- package/src/core/geom/random/randomPointOnSphere.js +0 -7
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- package/src/core/geom/vec/vector_copy.d.ts.map +0 -1
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- package/src/core/geom/vec3/v3_angle_cos_between.d.ts +0 -7
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- package/src/core/geom/vec3/v3_array_copy.d.ts +0 -7
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- package/src/core/geom/vec3/v3_array_equals.d.ts +0 -7
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- package/src/core/geom/vec3/v3_array_immediate_add.d.ts +0 -7
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- package/src/core/geom/vec3/v3_array_immediate_add.js +0 -7
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- package/src/core/geom/vec3/v3_array_matrix4_rotate.d.ts.map +0 -1
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- package/src/core/geom/vec3/v3_array_normalize.d.ts +0 -7
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- package/src/core/geom/vec3/v3_array_scale.js +0 -7
- package/src/core/geom/vec3/v3_compute_interior_angle.d.ts +0 -7
- package/src/core/geom/vec3/v3_compute_interior_angle.d.ts.map +0 -1
- package/src/core/geom/vec3/v3_compute_interior_angle.js +0 -7
- package/src/core/geom/vec3/v3_dot_array_array.d.ts +0 -7
- package/src/core/geom/vec3/v3_dot_array_array.d.ts.map +0 -1
- package/src/core/geom/vec3/v3_dot_array_array.js +0 -7
- package/src/core/geom/vec3/v3_matrix4_rotate.d.ts +0 -7
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- package/src/core/geom/vec3/v3_matrix4_rotate.js +0 -7
- package/src/core/geom/vec3/v3_multiply_scalar.d.ts +0 -7
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- package/src/core/geom/vec3/v3_quat3_apply.d.ts +0 -7
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- package/src/core/geom/vec3/v3_quat3_apply_inverse.js +0 -7
- package/src/core/geom/vec3/v3_triple_cross_product.d.ts +0 -7
- package/src/core/geom/vec3/v3_triple_cross_product.d.ts.map +0 -1
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- package/src/core/geom/vec4/v4_multiply_mat4.d.ts +0 -7
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- package/src/core/primitives/strings/string_compute_byte_size.d.ts +0 -7
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- package/src/engine/graphics/FrameThrottle.d.ts.map +0 -1
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- package/src/engine/graphics/sh3/path_tracer/geometry/compute_triangle_group_aabb3.d.ts +0 -2
- package/src/engine/graphics/sh3/path_tracer/geometry/compute_triangle_group_aabb3.d.ts.map +0 -1
- package/src/engine/graphics/sh3/path_tracer/geometry/compute_triangle_group_aabb3.js +0 -2
- package/src/engine/graphics/texture/isImageBitmap.d.ts +0 -2
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- package/src/engine/graphics3/AnimationGraphSystem3.d.ts +0 -10
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import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
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import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
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import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
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import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
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import { chunk_mesh_sdf_bake, MESH_SDF_ARENA_RESOURCE } from "../bake/chunk_mesh_sdf_bake.js";
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import { MESH_SDF_BAKE_WORKGROUP_SIZE } from "../bake/MESH_SDF_BAKE.js";
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import { MESH_SDF_HEADERS_RESOURCE } from "../MESH_SDF_RESOURCES.js";
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import { chunk_mesh_cards } from "./chunk_mesh_cards.js";
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import { MESH_CARD_DIRECTIONS } from "./MESH_CARDS.js";
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/**
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export const MESH_CARDS_MERGE_SETTINGS = WebGPUStruct.from({
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/** the geometry whose cards are placed */
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geometry: u32,
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/** where in `mesh_sdf_take` the page pass's dispatch goes, in words */
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dispatch: u32,
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}, "MeshCardsMergeSettings");
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const resources = new ShaderResourceSetDescriptor();
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resources.setImmediate("settings", MESH_CARDS_MERGE_SETTINGS);
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resources.createGroup()
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.add(MESH_SDF_HEADERS_RESOURCE)
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.add(MESH_SDF_ARENA_RESOURCE)
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.addStorageBuffer("mesh_sdf_take", WebGPUArray.u32, true);
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/**
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* Card placement, step 3 (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.5): one thread. The six directions'
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* splits are taken in order of gain, as the greedy search over all six would take them, until the
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* gains run out or the geometry has MESH_CARD_MAX cards. Every run start is then covered, or the
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* ceiling has left some uncovered, which read the material mean.
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*
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* The cards are written direction by direction, each direction's cards by their near layer. Each
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* card records its direction, its slab, and where its column table starts: a word for each column of
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* its direction, laid out card after card. The layout's header gets the card count, each direction's
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* first card, and the columns over every card. The page pass's dispatch goes to `mesh_sdf_take`: a
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export const shader_mesh_cards_merge = ComputeShader.from({
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label: "Mesh Cards Merge",
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resources,
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body: CodeChunk.from(
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//language=WGSL
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`
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@compute @workgroup_size(1)
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fn main() {
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let header = mesh_sdf_headers[settings.geometry];
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let parts = mesh_card_placement_of(header.bricks);
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let base = header.cards;
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// each direction's next split, and its card starts so far: layer 0 starts the whole-grid card
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var next = array<u32, ${MESH_CARD_DIRECTIONS}>();
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var bounds = array<vec2<u32>, ${MESH_CARD_DIRECTIONS}>();
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for (var d = 0u; d < MESH_CARD_DIRECTIONS; d++) {
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bounds[d] = vec2<u32>(1u, 0u);
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}
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for (var taken = 0u; taken < MESH_CARD_SPLITS_MAX; taken++) {
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var best = MESH_CARD_DIRECTIONS;
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var best_gain = 0u;
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for (var d = 0u; d < MESH_CARD_DIRECTIONS; d++) {
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if (next[d] >= MESH_CARD_SPLITS_MAX) {
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continue;
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}
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75
|
+
let gain = atomicLoad(&mesh_sdf_indirection[base + parts.splits + (d * MESH_CARD_SPLITS_MAX + next[d]) * 2u]);
|
|
76
|
+
|
|
77
|
+
if (gain > best_gain) {
|
|
78
|
+
best_gain = gain;
|
|
79
|
+
best = d;
|
|
80
|
+
}
|
|
81
|
+
}
|
|
82
|
+
|
|
83
|
+
if (best == MESH_CARD_DIRECTIONS) {
|
|
84
|
+
break;
|
|
85
|
+
}
|
|
86
|
+
|
|
87
|
+
let layer = atomicLoad(&mesh_sdf_indirection[base + parts.splits + (best * MESH_CARD_SPLITS_MAX + next[best]) * 2u + 1u]);
|
|
88
|
+
|
|
89
|
+
bounds[best][layer >> 5u] |= 1u << (layer & 31u);
|
|
90
|
+
next[best]++;
|
|
91
|
+
}
|
|
92
|
+
|
|
93
|
+
var cards = 0u;
|
|
94
|
+
var columns = 0u;
|
|
95
|
+
|
|
96
|
+
for (var d = 0u; d < MESH_CARD_DIRECTIONS; d++) {
|
|
97
|
+
let extent = mesh_card_extent(header.bricks, d);
|
|
98
|
+
let bound = bounds[d];
|
|
99
|
+
|
|
100
|
+
atomicStore(&mesh_sdf_indirection[base + MESH_CARD_LAYOUT_DIRECTION_FIRST + d], cards);
|
|
101
|
+
|
|
102
|
+
var near = 0u;
|
|
103
|
+
|
|
104
|
+
while (near < extent.x) {
|
|
105
|
+
var far = near + 1u;
|
|
106
|
+
|
|
107
|
+
while (far < extent.x && ((bound[far >> 5u] >> (far & 31u)) & 1u) == 0u) {
|
|
108
|
+
far++;
|
|
109
|
+
}
|
|
110
|
+
|
|
111
|
+
let record = base + MESH_CARD_LAYOUT_RECORDS + cards * MESH_CARD_RECORD_WORDS;
|
|
112
|
+
|
|
113
|
+
atomicStore(&mesh_sdf_indirection[record + MESH_CARD_RECORD_DIRECTION], d);
|
|
114
|
+
atomicStore(&mesh_sdf_indirection[record + MESH_CARD_RECORD_NEAR], near);
|
|
115
|
+
atomicStore(&mesh_sdf_indirection[record + MESH_CARD_RECORD_FAR], far);
|
|
116
|
+
atomicStore(&mesh_sdf_indirection[record + MESH_CARD_RECORD_TABLE], columns);
|
|
117
|
+
|
|
118
|
+
cards++;
|
|
119
|
+
columns += extent.y * extent.z;
|
|
120
|
+
near = far;
|
|
121
|
+
}
|
|
122
|
+
}
|
|
123
|
+
|
|
124
|
+
atomicStore(&mesh_sdf_indirection[base + MESH_CARD_LAYOUT_CARD_COUNT], cards);
|
|
125
|
+
atomicStore(&mesh_sdf_indirection[base + MESH_CARD_LAYOUT_COLUMN_COUNT], columns);
|
|
126
|
+
atomicStore(&mesh_sdf_indirection[base + MESH_CARD_LAYOUT_PAGE_COUNT], 0u);
|
|
127
|
+
|
|
128
|
+
mesh_sdf_take[settings.dispatch] = (columns + ${MESH_SDF_BAKE_WORKGROUP_SIZE - 1}u) / ${MESH_SDF_BAKE_WORKGROUP_SIZE}u;
|
|
129
|
+
mesh_sdf_take[settings.dispatch + 1u] = 1u;
|
|
130
|
+
mesh_sdf_take[settings.dispatch + 2u] = 1u;
|
|
131
|
+
}
|
|
132
|
+
`, [
|
|
133
|
+
chunk_mesh_sdf_bake,
|
|
134
|
+
chunk_mesh_cards,
|
|
135
|
+
]),
|
|
136
|
+
});
|
|
@@ -0,0 +1,20 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* @type {WebGPUStruct}
|
|
3
|
+
*/
|
|
4
|
+
export const MESH_CARDS_PAGES_SETTINGS: WebGPUStruct;
|
|
5
|
+
/**
|
|
6
|
+
* Card placement, step 4 (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.5): a thread a column of every card,
|
|
7
|
+
* dispatched by the merge. A card has a page in a column when its slab holds an occupied brick
|
|
8
|
+
* there; the page is the column's 8×8 texels on the corner lattice of the bricks' faces.
|
|
9
|
+
*
|
|
10
|
+
* A column with a page takes the next page index, and writes it into its card's column table and
|
|
11
|
+
* itself into the page list: its card, then its column's u and v, a byte each. A column without one
|
|
12
|
+
* writes MESH_CARD_NO_PAGE. The pages come out in whatever order the threads take them. Capture
|
|
13
|
+
* walks the page list and a hit reads the column table, so neither needs another order.
|
|
14
|
+
*
|
|
15
|
+
* @type {ComputeShader}
|
|
16
|
+
*/
|
|
17
|
+
export const shader_mesh_cards_pages: ComputeShader;
|
|
18
|
+
import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
|
|
19
|
+
import { ComputeShader } from "../../../shader/ComputeShader.js";
|
|
20
|
+
//# sourceMappingURL=shader_mesh_cards_pages.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"shader_mesh_cards_pages.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_pages.js"],"names":[],"mappings":"AAUA;;GAEG;AACH,wCAFU,YAAY,CAKO;AAU7B;;;;;;;;;;;GAWG;AACH,sCAFU,aAAa,CAmEpB;6BAnG0B,sCAAsC;8BAHrC,kCAAkC"}
|
|
@@ -0,0 +1,104 @@
|
|
|
1
|
+
import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
|
|
2
|
+
import { ComputeShader } from "../../../shader/ComputeShader.js";
|
|
3
|
+
import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
|
|
4
|
+
import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
|
|
5
|
+
import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
|
|
6
|
+
import { chunk_mesh_sdf_bake, MESH_SDF_ARENA_RESOURCE } from "../bake/chunk_mesh_sdf_bake.js";
|
|
7
|
+
import { MESH_SDF_BAKE_WORKGROUP_SIZE } from "../bake/MESH_SDF_BAKE.js";
|
|
8
|
+
import { MESH_SDF_HEADERS_RESOURCE } from "../MESH_SDF_RESOURCES.js";
|
|
9
|
+
import { chunk_mesh_cards } from "./chunk_mesh_cards.js";
|
|
10
|
+
|
|
11
|
+
/**
|
|
12
|
+
* @type {WebGPUStruct}
|
|
13
|
+
*/
|
|
14
|
+
export const MESH_CARDS_PAGES_SETTINGS = WebGPUStruct.from({
|
|
15
|
+
/** the geometry whose cards are placed */
|
|
16
|
+
geometry: u32,
|
|
17
|
+
}, "MeshCardsPagesSettings");
|
|
18
|
+
|
|
19
|
+
const resources = new ShaderResourceSetDescriptor();
|
|
20
|
+
|
|
21
|
+
resources.setImmediate("settings", MESH_CARDS_PAGES_SETTINGS);
|
|
22
|
+
|
|
23
|
+
resources.createGroup()
|
|
24
|
+
.add(MESH_SDF_HEADERS_RESOURCE)
|
|
25
|
+
.add(MESH_SDF_ARENA_RESOURCE);
|
|
26
|
+
|
|
27
|
+
/**
|
|
28
|
+
* Card placement, step 4 (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.5): a thread a column of every card,
|
|
29
|
+
* dispatched by the merge. A card has a page in a column when its slab holds an occupied brick
|
|
30
|
+
* there; the page is the column's 8×8 texels on the corner lattice of the bricks' faces.
|
|
31
|
+
*
|
|
32
|
+
* A column with a page takes the next page index, and writes it into its card's column table and
|
|
33
|
+
* itself into the page list: its card, then its column's u and v, a byte each. A column without one
|
|
34
|
+
* writes MESH_CARD_NO_PAGE. The pages come out in whatever order the threads take them. Capture
|
|
35
|
+
* walks the page list and a hit reads the column table, so neither needs another order.
|
|
36
|
+
*
|
|
37
|
+
* @type {ComputeShader}
|
|
38
|
+
*/
|
|
39
|
+
export const shader_mesh_cards_pages = ComputeShader.from({
|
|
40
|
+
label: "Mesh Cards Pages",
|
|
41
|
+
resources,
|
|
42
|
+
body: CodeChunk.from(
|
|
43
|
+
//language=WGSL
|
|
44
|
+
`
|
|
45
|
+
@compute @workgroup_size(${MESH_SDF_BAKE_WORKGROUP_SIZE})
|
|
46
|
+
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
|
|
47
|
+
let header = mesh_sdf_headers[settings.geometry];
|
|
48
|
+
let base = header.cards;
|
|
49
|
+
let bricks = header.bricks;
|
|
50
|
+
|
|
51
|
+
let thread = id.x;
|
|
52
|
+
let columns = atomicLoad(&mesh_sdf_indirection[base + MESH_CARD_LAYOUT_COLUMN_COUNT]);
|
|
53
|
+
|
|
54
|
+
if (thread >= columns) {
|
|
55
|
+
return;
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
// the card whose columns hold the thread: the last whose table starts at or before it
|
|
59
|
+
let cards = atomicLoad(&mesh_sdf_indirection[base + MESH_CARD_LAYOUT_CARD_COUNT]);
|
|
60
|
+
|
|
61
|
+
var card = 0u;
|
|
62
|
+
|
|
63
|
+
for (var c = 1u; c < cards; c++) {
|
|
64
|
+
if (atomicLoad(&mesh_sdf_indirection[base + MESH_CARD_LAYOUT_RECORDS + c * MESH_CARD_RECORD_WORDS + MESH_CARD_RECORD_TABLE]) > thread) {
|
|
65
|
+
break;
|
|
66
|
+
}
|
|
67
|
+
|
|
68
|
+
card = c;
|
|
69
|
+
}
|
|
70
|
+
|
|
71
|
+
let record = base + MESH_CARD_LAYOUT_RECORDS + card * MESH_CARD_RECORD_WORDS;
|
|
72
|
+
let direction = atomicLoad(&mesh_sdf_indirection[record + MESH_CARD_RECORD_DIRECTION]);
|
|
73
|
+
let near = atomicLoad(&mesh_sdf_indirection[record + MESH_CARD_RECORD_NEAR]);
|
|
74
|
+
let far = atomicLoad(&mesh_sdf_indirection[record + MESH_CARD_RECORD_FAR]);
|
|
75
|
+
let table = atomicLoad(&mesh_sdf_indirection[record + MESH_CARD_RECORD_TABLE]);
|
|
76
|
+
|
|
77
|
+
let extent = mesh_card_extent(bricks, direction);
|
|
78
|
+
let index = thread - table;
|
|
79
|
+
let column = vec2<u32>(index % extent.y, index / extent.y);
|
|
80
|
+
|
|
81
|
+
var seen = false;
|
|
82
|
+
|
|
83
|
+
for (var layer = near; layer < far && !seen; layer++) {
|
|
84
|
+
let brick = mesh_card_brick(bricks, direction, column, layer);
|
|
85
|
+
|
|
86
|
+
seen = mesh_sdf_entry_holds_slot(atomicLoad(&mesh_sdf_indirection[header.indirection + brick.x + bricks.x * (brick.y + bricks.y * brick.z)]));
|
|
87
|
+
}
|
|
88
|
+
|
|
89
|
+
var page = MESH_CARD_NO_PAGE;
|
|
90
|
+
|
|
91
|
+
if (seen) {
|
|
92
|
+
page = atomicAdd(&mesh_sdf_indirection[base + MESH_CARD_LAYOUT_PAGE_COUNT], 1u);
|
|
93
|
+
|
|
94
|
+
// the page list follows the tables
|
|
95
|
+
atomicStore(&mesh_sdf_indirection[base + MESH_CARD_LAYOUT_TABLES + columns + page], (card << 16u) | (column.y << 8u) | column.x);
|
|
96
|
+
}
|
|
97
|
+
|
|
98
|
+
atomicStore(&mesh_sdf_indirection[base + MESH_CARD_LAYOUT_TABLES + thread], page);
|
|
99
|
+
}
|
|
100
|
+
`, [
|
|
101
|
+
chunk_mesh_sdf_bake,
|
|
102
|
+
chunk_mesh_cards,
|
|
103
|
+
]),
|
|
104
|
+
});
|
|
@@ -0,0 +1,30 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* @type {WebGPUStruct}
|
|
3
|
+
*/
|
|
4
|
+
export const MESH_CARDS_SPLIT_SETTINGS: WebGPUStruct;
|
|
5
|
+
/**
|
|
6
|
+
* Card placement, step 2 (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.5): a thread a direction runs its
|
|
7
|
+
* greedy search. The direction starts with one card over the whole grid, its outer projection, and
|
|
8
|
+
* each split takes the layer that newly covers the most run starts.
|
|
9
|
+
*
|
|
10
|
+
* Within a direction the cards partition the layers. A run start (m, z) lies in the card whose
|
|
11
|
+
* layers hold z, and is covered when that card's near face is at or before m. A split of card
|
|
12
|
+
* [k₀, k₁) at layer s gives the far part [s, k₁), which newly covers the uncovered run starts with
|
|
13
|
+
* k₀ < m ≤ s ≤ z < k₁. The near part keeps its own, so coverage never shrinks. That count is a
|
|
14
|
+
* rectangle of the (m, z) histogram, read from its 2-D prefix sums in four loads.
|
|
15
|
+
*
|
|
16
|
+
* A direction's gains never grow from one split to the next, and splits along one direction leave
|
|
17
|
+
* the others' gains alone. Merging the six directions' sequences by gain is therefore the greedy
|
|
18
|
+
* search over all six, which the merge does. The splits are written in the order taken, (gain,
|
|
19
|
+
* layer) each, MESH_CARD_SPLITS_MAX at most; the first gain of 0 ends the sequence.
|
|
20
|
+
*
|
|
21
|
+
* Runs on the device as the bake does, a pass with nothing to wait on, though the six threads do
|
|
22
|
+
* work a frame's passes must not: the prefix sums over every (m, z) of the direction, and up to 26
|
|
23
|
+
* scans of its layers. It runs once for each geometry that turns resident.
|
|
24
|
+
*
|
|
25
|
+
* @type {ComputeShader}
|
|
26
|
+
*/
|
|
27
|
+
export const shader_mesh_cards_split: ComputeShader;
|
|
28
|
+
import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
|
|
29
|
+
import { ComputeShader } from "../../../shader/ComputeShader.js";
|
|
30
|
+
//# sourceMappingURL=shader_mesh_cards_split.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"shader_mesh_cards_split.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.js"],"names":[],"mappings":"AAUA;;GAEG;AACH,wCAFU,YAAY,CAKO;AAU7B;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,sCAFU,aAAa,CAmGpB;6BA7I0B,sCAAsC;8BAHrC,kCAAkC"}
|
|
@@ -0,0 +1,146 @@
|
|
|
1
|
+
import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
|
|
2
|
+
import { ComputeShader } from "../../../shader/ComputeShader.js";
|
|
3
|
+
import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
|
|
4
|
+
import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
|
|
5
|
+
import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
|
|
6
|
+
import { chunk_mesh_sdf_bake, MESH_SDF_ARENA_RESOURCE } from "../bake/chunk_mesh_sdf_bake.js";
|
|
7
|
+
import { MESH_SDF_HEADERS_RESOURCE } from "../MESH_SDF_RESOURCES.js";
|
|
8
|
+
import { chunk_mesh_cards } from "./chunk_mesh_cards.js";
|
|
9
|
+
import { MESH_CARD_DIRECTIONS } from "./MESH_CARDS.js";
|
|
10
|
+
|
|
11
|
+
/**
|
|
12
|
+
* @type {WebGPUStruct}
|
|
13
|
+
*/
|
|
14
|
+
export const MESH_CARDS_SPLIT_SETTINGS = WebGPUStruct.from({
|
|
15
|
+
/** the geometry whose cards are placed */
|
|
16
|
+
geometry: u32,
|
|
17
|
+
}, "MeshCardsSplitSettings");
|
|
18
|
+
|
|
19
|
+
const resources = new ShaderResourceSetDescriptor();
|
|
20
|
+
|
|
21
|
+
resources.setImmediate("settings", MESH_CARDS_SPLIT_SETTINGS);
|
|
22
|
+
|
|
23
|
+
resources.createGroup()
|
|
24
|
+
.add(MESH_SDF_HEADERS_RESOURCE)
|
|
25
|
+
.add(MESH_SDF_ARENA_RESOURCE);
|
|
26
|
+
|
|
27
|
+
/**
|
|
28
|
+
* Card placement, step 2 (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.5): a thread a direction runs its
|
|
29
|
+
* greedy search. The direction starts with one card over the whole grid, its outer projection, and
|
|
30
|
+
* each split takes the layer that newly covers the most run starts.
|
|
31
|
+
*
|
|
32
|
+
* Within a direction the cards partition the layers. A run start (m, z) lies in the card whose
|
|
33
|
+
* layers hold z, and is covered when that card's near face is at or before m. A split of card
|
|
34
|
+
* [k₀, k₁) at layer s gives the far part [s, k₁), which newly covers the uncovered run starts with
|
|
35
|
+
* k₀ < m ≤ s ≤ z < k₁. The near part keeps its own, so coverage never shrinks. That count is a
|
|
36
|
+
* rectangle of the (m, z) histogram, read from its 2-D prefix sums in four loads.
|
|
37
|
+
*
|
|
38
|
+
* A direction's gains never grow from one split to the next, and splits along one direction leave
|
|
39
|
+
* the others' gains alone. Merging the six directions' sequences by gain is therefore the greedy
|
|
40
|
+
* search over all six, which the merge does. The splits are written in the order taken, (gain,
|
|
41
|
+
* layer) each, MESH_CARD_SPLITS_MAX at most; the first gain of 0 ends the sequence.
|
|
42
|
+
*
|
|
43
|
+
* Runs on the device as the bake does, a pass with nothing to wait on, though the six threads do
|
|
44
|
+
* work a frame's passes must not: the prefix sums over every (m, z) of the direction, and up to 26
|
|
45
|
+
* scans of its layers. It runs once for each geometry that turns resident.
|
|
46
|
+
*
|
|
47
|
+
* @type {ComputeShader}
|
|
48
|
+
*/
|
|
49
|
+
export const shader_mesh_cards_split = ComputeShader.from({
|
|
50
|
+
label: "Mesh Cards Split",
|
|
51
|
+
resources,
|
|
52
|
+
body: CodeChunk.from(
|
|
53
|
+
//language=WGSL
|
|
54
|
+
`
|
|
55
|
+
/** whether layer k starts a card, two words for up to 64 layers */
|
|
56
|
+
fn mesh_cards_starts(bounds: vec2<u32>, layer: u32) -> bool {
|
|
57
|
+
return ((bounds[layer >> 5u] >> (layer & 31u)) & 1u) != 0u;
|
|
58
|
+
}
|
|
59
|
+
|
|
60
|
+
fn mesh_cards_histogram_at(histogram: u32, stride: u32, m: i32, z: i32) -> u32 {
|
|
61
|
+
if (m < 0 || z < 0) {
|
|
62
|
+
return 0u;
|
|
63
|
+
}
|
|
64
|
+
|
|
65
|
+
return atomicLoad(&mesh_sdf_indirection[histogram + u32(m) * stride + u32(z)]);
|
|
66
|
+
}
|
|
67
|
+
|
|
68
|
+
/** run starts with m in [m0, m1] and z in [z0, z1], from the prefix sums */
|
|
69
|
+
fn mesh_cards_rectangle(histogram: u32, stride: u32, m0: i32, m1: i32, z0: i32, z1: i32) -> u32 {
|
|
70
|
+
if (m0 > m1 || z0 > z1) {
|
|
71
|
+
return 0u;
|
|
72
|
+
}
|
|
73
|
+
|
|
74
|
+
return mesh_cards_histogram_at(histogram, stride, m1, z1)
|
|
75
|
+
+ mesh_cards_histogram_at(histogram, stride, m0 - 1, z0 - 1)
|
|
76
|
+
- mesh_cards_histogram_at(histogram, stride, m0 - 1, z1)
|
|
77
|
+
- mesh_cards_histogram_at(histogram, stride, m1, z0 - 1);
|
|
78
|
+
}
|
|
79
|
+
|
|
80
|
+
@compute @workgroup_size(${MESH_CARD_DIRECTIONS})
|
|
81
|
+
fn main(@builtin(local_invocation_index) direction: u32) {
|
|
82
|
+
let header = mesh_sdf_headers[settings.geometry];
|
|
83
|
+
let parts = mesh_card_placement_of(header.bricks);
|
|
84
|
+
let layers = mesh_card_extent(header.bricks, direction).x;
|
|
85
|
+
let stride = parts.layers;
|
|
86
|
+
|
|
87
|
+
let histogram = header.cards + parts.histograms + direction * stride * stride;
|
|
88
|
+
|
|
89
|
+
// the 2-D inclusive prefix sums, in place
|
|
90
|
+
for (var m = 0; m < i32(layers); m++) {
|
|
91
|
+
for (var z = 0; z < i32(layers); z++) {
|
|
92
|
+
let sum = atomicLoad(&mesh_sdf_indirection[histogram + u32(m) * stride + u32(z)])
|
|
93
|
+
+ mesh_cards_histogram_at(histogram, stride, m - 1, z)
|
|
94
|
+
+ mesh_cards_histogram_at(histogram, stride, m, z - 1)
|
|
95
|
+
- mesh_cards_histogram_at(histogram, stride, m - 1, z - 1);
|
|
96
|
+
|
|
97
|
+
atomicStore(&mesh_sdf_indirection[histogram + u32(m) * stride + u32(z)], sum);
|
|
98
|
+
}
|
|
99
|
+
}
|
|
100
|
+
|
|
101
|
+
let splits = header.cards + parts.splits + direction * MESH_CARD_SPLITS_MAX * 2u;
|
|
102
|
+
|
|
103
|
+
// layer 0 starts the whole-grid card
|
|
104
|
+
var bounds = vec2<u32>(1u, 0u);
|
|
105
|
+
|
|
106
|
+
for (var step = 0u; step < MESH_CARD_SPLITS_MAX; step++) {
|
|
107
|
+
var best_gain = 0u;
|
|
108
|
+
var best_layer = 0u;
|
|
109
|
+
|
|
110
|
+
// card by card, each [near, far), every layer inside it a candidate
|
|
111
|
+
var near = 0u;
|
|
112
|
+
|
|
113
|
+
while (near < layers) {
|
|
114
|
+
var far = near + 1u;
|
|
115
|
+
|
|
116
|
+
while (far < layers && !mesh_cards_starts(bounds, far)) {
|
|
117
|
+
far++;
|
|
118
|
+
}
|
|
119
|
+
|
|
120
|
+
for (var s = near + 1u; s < far; s++) {
|
|
121
|
+
let gain = mesh_cards_rectangle(histogram, stride, i32(near) + 1, i32(s), i32(s), i32(far) - 1);
|
|
122
|
+
|
|
123
|
+
if (gain > best_gain) {
|
|
124
|
+
best_gain = gain;
|
|
125
|
+
best_layer = s;
|
|
126
|
+
}
|
|
127
|
+
}
|
|
128
|
+
|
|
129
|
+
near = far;
|
|
130
|
+
}
|
|
131
|
+
|
|
132
|
+
if (best_gain == 0u) {
|
|
133
|
+
break;
|
|
134
|
+
}
|
|
135
|
+
|
|
136
|
+
atomicStore(&mesh_sdf_indirection[splits + 2u * step], best_gain);
|
|
137
|
+
atomicStore(&mesh_sdf_indirection[splits + 2u * step + 1u], best_layer);
|
|
138
|
+
|
|
139
|
+
bounds[best_layer >> 5u] |= 1u << (best_layer & 31u);
|
|
140
|
+
}
|
|
141
|
+
}
|
|
142
|
+
`, [
|
|
143
|
+
chunk_mesh_sdf_bake,
|
|
144
|
+
chunk_mesh_cards,
|
|
145
|
+
]),
|
|
146
|
+
});
|
|
@@ -0,0 +1,35 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Strata along a side of each of the vote's two hemispheres, as UE 5.4 has them: 7 × 7 directions a
|
|
3
|
+
* hemisphere.
|
|
4
|
+
* @type {number}
|
|
5
|
+
*/
|
|
6
|
+
export const BLAS_BAND_VOTE_STRATA: number;
|
|
7
|
+
/**
|
|
8
|
+
* Rays of the vote: two hemispheres of {@link BLAS_BAND_VOTE_STRATA}² directions, 98.
|
|
9
|
+
* @type {number}
|
|
10
|
+
*/
|
|
11
|
+
export const BLAS_BAND_VOTE_RAYS: number;
|
|
12
|
+
/**
|
|
13
|
+
* A geometry's signed distance within a band, signed by UE 5.4's vote (`MeshDistanceFieldUtilities.cpp`,
|
|
14
|
+
* `FMeshDistanceFieldAsyncTask::DoWork`):
|
|
15
|
+
*
|
|
16
|
+
* - The nearest point within the band, through the BLAS. With none, the point is a band away, outside,
|
|
17
|
+
* and casts no ray.
|
|
18
|
+
* - Within the band, {@link BLAS_BAND_VOTE_RAYS} rays one band long vote, each pulled back 1e-4 of the
|
|
19
|
+
* band so that a point on a face meets it. The point is inside when a ray meets the surface and more
|
|
20
|
+
* than a quarter of them meet a back face.
|
|
21
|
+
* - A two-sided geometry has no back face: it is outside throughout, and casts no ray either.
|
|
22
|
+
*
|
|
23
|
+
* The directions are UE's, made as its stream runs, ray after ray: `FRandomStream(0)` drives two
|
|
24
|
+
* `GenerateStratifiedUniformHemisphereSamples(49)` on Shirley and Chiu's concentric map, and the second
|
|
25
|
+
* hemisphere's Z is negated. UE's Z is our Y.
|
|
26
|
+
*
|
|
27
|
+
* ```wgsl
|
|
28
|
+
* fn blas_query_band_sdf(point: vec3<f32>, geometry_index: u32, band: f32, two_sided: bool, contact, stack, stack_top: u32) -> f32
|
|
29
|
+
* ```
|
|
30
|
+
*
|
|
31
|
+
* @type {CodeChunk}
|
|
32
|
+
*/
|
|
33
|
+
export const chunk_blas_query_band_sdf: CodeChunk;
|
|
34
|
+
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
35
|
+
//# sourceMappingURL=chunk_blas_query_band_sdf.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"chunk_blas_query_band_sdf.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/chunk_blas_query_band_sdf.js"],"names":[],"mappings":"AAgBA;;;;GAIG;AACH,oCAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,kCAFU,MAAM,CAEqE;AAErF;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,wCAFU,SAAS,CAgHjB;0BAlJwB,oCAAoC"}
|
|
@@ -0,0 +1,161 @@
|
|
|
1
|
+
import { UINT32_MAX } from "../../../../core/binary/UINT32_MAX.js";
|
|
2
|
+
import { BVH_TRAVERSAL_STACK_SIZE } from "../../shader/chunk/bvh/BVH_TRAVERSAL_STACK_SIZE.js";
|
|
3
|
+
import {
|
|
4
|
+
chunk_geometry_read_triangle_vertices
|
|
5
|
+
} from "../../shader/chunk/geometry/format/chunk_geometry_read_triangle_vertices.js";
|
|
6
|
+
import {
|
|
7
|
+
chunk_compute_triangle_face_normal
|
|
8
|
+
} from "../../shader/chunk/geometry/normal/chunk_compute_triangle_face_normal.js";
|
|
9
|
+
import { chunk_ray_query_blas_nearest } from "../../shader/chunk/geometry/ray/chunk_ray_query_blas_nearest.js";
|
|
10
|
+
import { RAY_STRUCT } from "../../shader/chunk/geometry/ray/RAY_STRUCT.js";
|
|
11
|
+
import { chunk_f32_array_as_vec3 } from "../../shader/chunk/geometry/vec3/chunk_f32_array_as_vec3.js";
|
|
12
|
+
import { PI_DECLARATION } from "../../shader/chunk/math/PI_DECLARATION.js";
|
|
13
|
+
import { chunk_point_query_blas_nearest } from "../../shader/chunk/sdf/chunk_point_query_blas_nearest.js";
|
|
14
|
+
import { SURFACE_POINT_3D } from "../../shader/chunk/sdf/SURFACE_POINT_3D.js";
|
|
15
|
+
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
16
|
+
|
|
17
|
+
/**
|
|
18
|
+
* Strata along a side of each of the vote's two hemispheres, as UE 5.4 has them: 7 × 7 directions a
|
|
19
|
+
* hemisphere.
|
|
20
|
+
* @type {number}
|
|
21
|
+
*/
|
|
22
|
+
export const BLAS_BAND_VOTE_STRATA = 7;
|
|
23
|
+
|
|
24
|
+
/**
|
|
25
|
+
* Rays of the vote: two hemispheres of {@link BLAS_BAND_VOTE_STRATA}² directions, 98.
|
|
26
|
+
* @type {number}
|
|
27
|
+
*/
|
|
28
|
+
export const BLAS_BAND_VOTE_RAYS = 2 * BLAS_BAND_VOTE_STRATA * BLAS_BAND_VOTE_STRATA;
|
|
29
|
+
|
|
30
|
+
/**
|
|
31
|
+
* A geometry's signed distance within a band, signed by UE 5.4's vote (`MeshDistanceFieldUtilities.cpp`,
|
|
32
|
+
* `FMeshDistanceFieldAsyncTask::DoWork`):
|
|
33
|
+
*
|
|
34
|
+
* - The nearest point within the band, through the BLAS. With none, the point is a band away, outside,
|
|
35
|
+
* and casts no ray.
|
|
36
|
+
* - Within the band, {@link BLAS_BAND_VOTE_RAYS} rays one band long vote, each pulled back 1e-4 of the
|
|
37
|
+
* band so that a point on a face meets it. The point is inside when a ray meets the surface and more
|
|
38
|
+
* than a quarter of them meet a back face.
|
|
39
|
+
* - A two-sided geometry has no back face: it is outside throughout, and casts no ray either.
|
|
40
|
+
*
|
|
41
|
+
* The directions are UE's, made as its stream runs, ray after ray: `FRandomStream(0)` drives two
|
|
42
|
+
* `GenerateStratifiedUniformHemisphereSamples(49)` on Shirley and Chiu's concentric map, and the second
|
|
43
|
+
* hemisphere's Z is negated. UE's Z is our Y.
|
|
44
|
+
*
|
|
45
|
+
* ```wgsl
|
|
46
|
+
* fn blas_query_band_sdf(point: vec3<f32>, geometry_index: u32, band: f32, two_sided: bool, contact, stack, stack_top: u32) -> f32
|
|
47
|
+
* ```
|
|
48
|
+
*
|
|
49
|
+
* @type {CodeChunk}
|
|
50
|
+
*/
|
|
51
|
+
export const chunk_blas_query_band_sdf = CodeChunk.from(
|
|
52
|
+
//language=WGSL
|
|
53
|
+
`
|
|
54
|
+
const BLAS_BAND_VOTE_STRATA = ${BLAS_BAND_VOTE_STRATA}u;
|
|
55
|
+
const BLAS_BAND_VOTE_HEMISPHERE = ${BLAS_BAND_VOTE_STRATA * BLAS_BAND_VOTE_STRATA}u;
|
|
56
|
+
const BLAS_BAND_VOTE_RAYS = ${BLAS_BAND_VOTE_RAYS}u;
|
|
57
|
+
|
|
58
|
+
/** FRandomStream::GetFraction: the stream's next fraction in [0, 1) */
|
|
59
|
+
fn blas_band_vote_fraction(seed: ptr<function, u32>) -> f32 {
|
|
60
|
+
*seed = *seed * 196314165u + 907633515u;
|
|
61
|
+
|
|
62
|
+
return bitcast<f32>(0x3F800000u | (*seed >> 9u)) - 1.0;
|
|
63
|
+
}
|
|
64
|
+
|
|
65
|
+
/** direction i of the vote, its stratum's square jittered by the stream's two fractions */
|
|
66
|
+
fn blas_band_vote_direction(i: u32, u1: f32, u2: f32) -> vec3<f32> {
|
|
67
|
+
let stratum = i % BLAS_BAND_VOTE_HEMISPHERE;
|
|
68
|
+
let square = vec2<f32>(
|
|
69
|
+
(f32(stratum / BLAS_BAND_VOTE_STRATA) + u1) / f32(BLAS_BAND_VOTE_STRATA),
|
|
70
|
+
(f32(stratum % BLAS_BAND_VOTE_STRATA) + u2) / f32(BLAS_BAND_VOTE_STRATA)
|
|
71
|
+
) * 2.0 - 1.0;
|
|
72
|
+
|
|
73
|
+
if (square.x == 0.0 && square.y == 0.0) {
|
|
74
|
+
return vec3<f32>(0.0);
|
|
75
|
+
}
|
|
76
|
+
|
|
77
|
+
// onto the disk, concentrically
|
|
78
|
+
var r: f32;
|
|
79
|
+
var theta: f32;
|
|
80
|
+
|
|
81
|
+
if (abs(square.x) > abs(square.y)) {
|
|
82
|
+
r = square.x;
|
|
83
|
+
theta = PI / 4.0 * (square.y / square.x);
|
|
84
|
+
} else {
|
|
85
|
+
r = square.y;
|
|
86
|
+
theta = PI / 2.0 - PI / 4.0 * (square.x / square.y);
|
|
87
|
+
}
|
|
88
|
+
|
|
89
|
+
// and up onto the hemisphere
|
|
90
|
+
let u = r * cos(theta);
|
|
91
|
+
let v = r * sin(theta);
|
|
92
|
+
let r2 = r * r;
|
|
93
|
+
let lift = sqrt(2.0 - r2);
|
|
94
|
+
let up = select(1.0 - r2, r2 - 1.0, i >= BLAS_BAND_VOTE_HEMISPHERE);
|
|
95
|
+
|
|
96
|
+
return vec3<f32>(u * lift, up, v * lift);
|
|
97
|
+
}
|
|
98
|
+
|
|
99
|
+
fn blas_query_band_sdf(
|
|
100
|
+
point: vec3<f32>,
|
|
101
|
+
geometry_index: u32,
|
|
102
|
+
band: f32,
|
|
103
|
+
two_sided: bool,
|
|
104
|
+
contact: ptr<function, ${SURFACE_POINT_3D.wgsl_ref}>,
|
|
105
|
+
traversal_stack: ptr<function, array<u32, ${BVH_TRAVERSAL_STACK_SIZE}>>,
|
|
106
|
+
stack_top: u32
|
|
107
|
+
) -> f32 {
|
|
108
|
+
*contact = point_query_blas_nearest(point, band, geometry_index, traversal_stack, stack_top);
|
|
109
|
+
|
|
110
|
+
if ((*contact).primitive == ${UINT32_MAX}u) {
|
|
111
|
+
return band;
|
|
112
|
+
}
|
|
113
|
+
|
|
114
|
+
let distance = min(band, length(point - (*contact).position));
|
|
115
|
+
|
|
116
|
+
if (two_sided) {
|
|
117
|
+
return distance;
|
|
118
|
+
}
|
|
119
|
+
|
|
120
|
+
var seed = 0u;
|
|
121
|
+
var back = 0u;
|
|
122
|
+
|
|
123
|
+
for (var i = 0u; i < BLAS_BAND_VOTE_RAYS; i++) {
|
|
124
|
+
let u1 = blas_band_vote_fraction(&seed);
|
|
125
|
+
let u2 = blas_band_vote_fraction(&seed);
|
|
126
|
+
let direction = blas_band_vote_direction(i, u1, u2);
|
|
127
|
+
|
|
128
|
+
var ray: ${RAY_STRUCT.wgsl_ref};
|
|
129
|
+
|
|
130
|
+
ray.origin = point - 1e-4 * band * direction;
|
|
131
|
+
ray.direction = direction;
|
|
132
|
+
ray.tmax = band;
|
|
133
|
+
|
|
134
|
+
let hit = ray_query_blas_nearest(ray, geometry_index, traversal_stack, stack_top);
|
|
135
|
+
|
|
136
|
+
if (hit.t < 0.0) {
|
|
137
|
+
continue;
|
|
138
|
+
}
|
|
139
|
+
|
|
140
|
+
let triangle = geometry_read_triangle_vertices(geometries[geometry_index], hit.triangle);
|
|
141
|
+
let normal = compute_triangle_face_normal(triangle.a.position, triangle.b.position, triangle.c.position);
|
|
142
|
+
|
|
143
|
+
if (dot(direction, normal) > 0.0) {
|
|
144
|
+
back++;
|
|
145
|
+
}
|
|
146
|
+
}
|
|
147
|
+
|
|
148
|
+
// UE's Hit > 0 && HitBack > 0.25 · samples, of which the first follows from the second
|
|
149
|
+
return select(distance, -distance, 4u * back > BLAS_BAND_VOTE_RAYS);
|
|
150
|
+
}
|
|
151
|
+
`, [
|
|
152
|
+
PI_DECLARATION,
|
|
153
|
+
SURFACE_POINT_3D.declaration_chunk,
|
|
154
|
+
RAY_STRUCT.declaration_chunk,
|
|
155
|
+
chunk_point_query_blas_nearest,
|
|
156
|
+
chunk_ray_query_blas_nearest,
|
|
157
|
+
chunk_geometry_read_triangle_vertices,
|
|
158
|
+
chunk_f32_array_as_vec3,
|
|
159
|
+
chunk_compute_triangle_face_normal,
|
|
160
|
+
]
|
|
161
|
+
);
|
|
@@ -0,0 +1,21 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The arithmetic of a geometry's sparse distance field on the device — {@link MeshSDFLayout}'s, and
|
|
3
|
+
* the encoding of a texel — over a {@link MESH_SDF_STRUCT} passed by value. Pure: nothing here reads a
|
|
4
|
+
* binding.
|
|
5
|
+
*
|
|
6
|
+
* ```wgsl
|
|
7
|
+
* fn mesh_sdf_level_bricks(header: MeshSDF, level: u32) -> vec3<u32>
|
|
8
|
+
* fn mesh_sdf_level_offset(header: MeshSDF, level: u32) -> u32 // the level's first entry
|
|
9
|
+
* fn mesh_sdf_level_voxel(header: MeshSDF, level: u32) -> f32
|
|
10
|
+
* fn mesh_sdf_brick_of(header: MeshSDF, brick: u32) -> vec4<u32> // level, then x, y, z
|
|
11
|
+
* fn mesh_sdf_brick_corner(header: MeshSDF, brick: vec4<u32>) -> vec3<f32> // texel 0's point
|
|
12
|
+
* fn mesh_sdf_encode(distance: f32, voxel: f32) -> f32 // saturate(d / 2R + 0.5)
|
|
13
|
+
* fn mesh_sdf_decode(encoded: f32, voxel: f32) -> f32
|
|
14
|
+
* fn mesh_sdf_entry_holds_slot(entry: u32) -> bool // not EMPTY, on either side
|
|
15
|
+
* ```
|
|
16
|
+
*
|
|
17
|
+
* @type {CodeChunk}
|
|
18
|
+
*/
|
|
19
|
+
export const chunk_mesh_sdf: CodeChunk;
|
|
20
|
+
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
21
|
+
//# sourceMappingURL=chunk_mesh_sdf.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"chunk_mesh_sdf.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/chunk_mesh_sdf.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;;;;GAiBG;AACH,6BAFU,SAAS,CAoFZ;0BA/GmB,oCAAoC"}
|