@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.
Files changed (1396) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/ecs/component/editors/ColorEditor.js +2 -2
  3. package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleEffectDocument.js +2 -5
  5. package/editor/tools/GridPaintTool.js +2 -2
  6. package/editor/view/node-graph/NodeGraphEditorView.d.ts +1 -1
  7. package/editor/view/node-graph/NodeGraphEditorView.d.ts.map +1 -1
  8. package/editor/view/node-graph/NodeGraphEditorView.js +2 -2
  9. package/editor/view/node-graph/NodeGraphView.d.ts +0 -1
  10. package/editor/view/node-graph/NodeGraphView.d.ts.map +1 -1
  11. package/editor/view/node-graph/NodeGraphView.js +0 -2
  12. package/package.json +1 -1
  13. package/src/core/bvh8/build/NodeProxy.js +2 -2
  14. package/src/core/bvh8/build/aabb3_compute_merge_cost.js +4 -4
  15. package/src/core/bvh8/build/bvh8_build_for_geometry.js +2 -2
  16. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.d.ts +1 -1
  17. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.js +1 -1
  18. package/src/core/geom/2d/triangle/tri2_intersects_aabb2.d.ts +17 -0
  19. package/src/core/geom/2d/triangle/tri2_intersects_aabb2.d.ts.map +1 -0
  20. package/src/core/geom/2d/triangle/tri2_intersects_aabb2.js +64 -0
  21. package/src/core/geom/2d/triangle/tri2_rasterize_barycentric.d.ts +23 -0
  22. package/src/core/geom/2d/triangle/tri2_rasterize_barycentric.d.ts.map +1 -0
  23. package/src/core/geom/2d/triangle/tri2_rasterize_barycentric.js +81 -0
  24. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.d.ts.map +1 -1
  25. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.js +36 -99
  26. package/src/core/geom/3d/aabb/aabb3_build_frustum.d.ts +0 -11
  27. package/src/core/geom/3d/aabb/aabb3_build_frustum.d.ts.map +1 -1
  28. package/src/core/geom/3d/aabb/aabb3_build_frustum.js +15 -20
  29. package/src/core/geom/3d/box/box3_raycast.d.ts +1 -1
  30. package/src/core/geom/3d/box/box3_raycast.js +1 -1
  31. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts +1 -1
  32. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.js +1 -1
  33. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +3 -3
  34. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +3 -3
  35. package/src/core/geom/3d/shape/HeightMapShape3D.js +2 -2
  36. package/src/core/geom/3d/shape/MeshShape3D.d.ts +2 -2
  37. package/src/core/geom/3d/shape/MeshShape3D.js +2 -2
  38. package/src/core/geom/3d/shape/PosedShape3D.js +2 -2
  39. package/src/core/geom/3d/sphere/sphere_matrix4_transform.d.ts +0 -7
  40. package/src/core/geom/3d/sphere/sphere_matrix4_transform.d.ts.map +1 -1
  41. package/src/core/geom/3d/sphere/sphere_matrix4_transform.js +0 -4
  42. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_compute_tet_quality.d.ts +1 -1
  43. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_compute_tet_quality.js +1 -1
  44. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.d.ts +1 -1
  45. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.js +1 -1
  46. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.d.ts +1 -1
  47. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.js +1 -1
  48. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_fuse_duplicate_edges.d.ts +1 -1
  49. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_fuse_duplicate_edges.js +1 -1
  50. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.d.ts +2 -2
  51. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.js +2 -2
  52. package/src/core/geom/3d/topology/struct/binary/io/face/bt_face_poke.d.ts +0 -14
  53. package/src/core/geom/3d/topology/struct/binary/io/face/bt_face_poke.d.ts.map +1 -1
  54. package/src/core/geom/3d/topology/struct/binary/io/face/bt_face_poke.js +0 -5
  55. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +151 -151
  56. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.js +1 -1
  57. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_vertex_adjacent_faces.d.ts +1 -1
  58. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_vertex_adjacent_faces.js +1 -1
  59. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.d.ts.map +1 -1
  60. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.js +1 -2
  61. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.d.ts +0 -8
  62. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.d.ts.map +1 -1
  63. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.js +25 -36
  64. package/src/core/geom/clipmap/ClipmapCascadePlacement.d.ts +137 -0
  65. package/src/core/geom/clipmap/ClipmapCascadePlacement.d.ts.map +1 -0
  66. package/src/core/geom/clipmap/ClipmapCascadePlacement.js +350 -0
  67. package/src/core/geom/polyline/polyline_simplify_by_error.d.ts +16 -0
  68. package/src/core/geom/polyline/polyline_simplify_by_error.d.ts.map +1 -0
  69. package/src/core/geom/polyline/polyline_simplify_by_error.js +52 -0
  70. package/src/core/geom/vec3/v3_quaternion_apply.d.ts +1 -1
  71. package/src/core/geom/vec3/v3_quaternion_apply.js +1 -1
  72. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts +2 -2
  73. package/src/core/geom/vec3/v3_quaternion_apply_inverse.js +2 -2
  74. package/src/core/geom/vec3/v3_triple_cross.d.ts +1 -1
  75. package/src/core/geom/vec3/v3_triple_cross.js +1 -1
  76. package/src/engine/asset/preloader/AssetPreloader.d.ts +0 -5
  77. package/src/engine/asset/preloader/AssetPreloader.d.ts.map +1 -1
  78. package/src/engine/asset/preloader/AssetPreloader.js +0 -6
  79. package/src/engine/ecs/terrain/tiles/TerrainTile.d.ts.map +1 -1
  80. package/src/engine/ecs/terrain/tiles/TerrainTile.js +25 -12
  81. package/src/engine/graphics/ecs/decal/v2/Decal.d.ts +2 -2
  82. package/src/engine/graphics/ecs/decal/v2/Decal.js +2 -2
  83. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
  84. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +420 -418
  85. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.d.ts +1 -0
  86. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +10 -0
  87. package/src/engine/graphics/ecs/particles/ParticleEffect.js +3 -3
  88. package/src/engine/graphics/ecs/path/tube/build/makeTubeStream.js +2 -2
  89. package/src/engine/graphics/geometry/buffered/build_height_field_geometry.d.ts +12 -0
  90. package/src/engine/graphics/geometry/buffered/build_height_field_geometry.d.ts.map +1 -1
  91. package/src/engine/graphics/geometry/buffered/build_height_field_geometry.js +29 -2
  92. package/src/engine/graphics/texture/sprite/prototypeSpriteCutoutGeometry.js +1 -1
  93. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +2 -1
  94. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
  95. package/src/engine/graphics3/ShadedGeometrySystem.js +7 -5
  96. package/src/engine/graphics3/Trail3DSystem.d.ts +1 -1
  97. package/src/engine/graphics3/Trail3DSystem.js +1 -1
  98. package/src/engine/graphics3/WaterSystem.d.ts +60 -0
  99. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  100. package/src/engine/graphics3/WaterSystem.js +733 -300
  101. package/src/engine/graphics3/make_default_environment.d.ts.map +1 -1
  102. package/src/engine/graphics3/make_default_environment.js +2 -4
  103. package/src/engine/graphics3/prefab/prefab_place.js +1 -1
  104. package/src/engine/navigation/mesh/build/clip_soup_against_overhangs.js +628 -628
  105. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  106. package/src/engine/physics/inertia/world_inverse_inertia.js +1 -1
  107. package/src/engine/physics/narrowphase/narrowphase_step.js +1 -1
  108. package/src/engine/sound/simulation/render/reverbImpulseResponse.d.ts +0 -1
  109. package/src/engine/sound/simulation/render/reverbImpulseResponse.d.ts.map +1 -1
  110. package/src/engine/sound/simulation/render/reverbImpulseResponse.js +0 -6
  111. package/src/engine/sound/simulation/render/reverb_band_tails.d.ts +1 -1
  112. package/src/engine/sound/simulation/render/reverb_band_tails.js +1 -1
  113. package/src/engine/sound/sopra/runtime/EventInstance.js +1 -1
  114. package/src/generation/foliage/CROWN_FULLNESS_BRIEF_2026_10_26.md +86 -0
  115. package/src/generation/foliage/FOLIAGE_DESIGN.md +87 -30
  116. package/src/generation/foliage/LOD_REWORK_BRIEF_2026_10_27.md +486 -0
  117. package/src/generation/foliage/REAL_TIME_TREES_BRIEF_2026_10_27.md +86 -0
  118. package/src/generation/foliage/SELF_ORGANIZING_FRAMEWORK_BRIEF_2026_10_26.md +346 -0
  119. package/src/generation/foliage/analysis/crown_opacity_measure.d.ts.map +1 -1
  120. package/src/generation/foliage/analysis/crown_opacity_measure.js +80 -102
  121. package/src/generation/foliage/analysis/foliage_measure_leaf_area.d.ts.map +1 -1
  122. package/src/generation/foliage/analysis/foliage_measure_leaf_area.js +1 -7
  123. package/src/generation/foliage/analysis/tree_crown_opacity.js +1 -1
  124. package/src/generation/foliage/analysis/tree_leaf_area_targets.d.ts +66 -0
  125. package/src/generation/foliage/analysis/tree_leaf_area_targets.d.ts.map +1 -0
  126. package/src/generation/foliage/analysis/tree_leaf_area_targets.js +95 -0
  127. package/src/generation/foliage/analysis/tree_render_cost.d.ts +88 -0
  128. package/src/generation/foliage/analysis/tree_render_cost.d.ts.map +1 -0
  129. package/src/generation/foliage/analysis/tree_render_cost.js +157 -0
  130. package/src/generation/foliage/asset/TreeAsset.d.ts +7 -6
  131. package/src/generation/foliage/asset/TreeAsset.d.ts.map +1 -1
  132. package/src/generation/foliage/asset/TreeAsset.js +10 -7
  133. package/src/generation/foliage/asset/TreeLODAsset.d.ts +24 -11
  134. package/src/generation/foliage/asset/TreeLODAsset.d.ts.map +1 -1
  135. package/src/generation/foliage/asset/TreeLODAsset.js +49 -20
  136. package/src/generation/foliage/asset/generate_tree.d.ts +11 -0
  137. package/src/generation/foliage/asset/generate_tree.d.ts.map +1 -1
  138. package/src/generation/foliage/asset/generate_tree.js +84 -10
  139. package/src/generation/foliage/asset/tree_lod_plan.d.ts +71 -0
  140. package/src/generation/foliage/asset/tree_lod_plan.d.ts.map +1 -0
  141. package/src/generation/foliage/asset/tree_lod_plan.js +119 -0
  142. package/src/generation/foliage/config/BranchGeneratorConfig.d.ts +0 -10
  143. package/src/generation/foliage/config/BranchGeneratorConfig.d.ts.map +1 -1
  144. package/src/generation/foliage/config/BranchGeneratorConfig.js +1 -23
  145. package/src/generation/foliage/config/ShootGrowthConfig.d.ts +45 -10
  146. package/src/generation/foliage/config/ShootGrowthConfig.d.ts.map +1 -1
  147. package/src/generation/foliage/config/ShootGrowthConfig.js +70 -16
  148. package/src/generation/foliage/config/ShootSystemRule.d.ts +12 -12
  149. package/src/generation/foliage/config/ShootSystemRule.d.ts.map +1 -1
  150. package/src/generation/foliage/config/ShootSystemRule.js +24 -20
  151. package/src/generation/foliage/config/TreeLODConfig.d.ts +14 -37
  152. package/src/generation/foliage/config/TreeLODConfig.d.ts.map +1 -1
  153. package/src/generation/foliage/config/TreeLODConfig.js +23 -116
  154. package/src/generation/foliage/config/TreeSpeciesConfig.d.ts +2 -1
  155. package/src/generation/foliage/config/TreeSpeciesConfig.d.ts.map +1 -1
  156. package/src/generation/foliage/config/TreeSpeciesConfig.js +2 -7
  157. package/src/generation/foliage/material/foliage_atlas_cutout.d.ts +6 -4
  158. package/src/generation/foliage/material/foliage_atlas_cutout.d.ts.map +1 -1
  159. package/src/generation/foliage/material/foliage_atlas_cutout.js +32 -27
  160. package/src/generation/foliage/material/foliage_material_from_samplers.d.ts +13 -0
  161. package/src/generation/foliage/material/foliage_material_from_samplers.d.ts.map +1 -0
  162. package/src/generation/foliage/material/foliage_material_from_samplers.js +69 -0
  163. package/src/generation/foliage/material/foliage_tile.d.ts +19 -0
  164. package/src/generation/foliage/material/foliage_tile.d.ts.map +1 -1
  165. package/src/generation/foliage/material/foliage_tile.js +9 -1
  166. package/src/generation/foliage/material/leaf_geometry.d.ts +7 -0
  167. package/src/generation/foliage/material/leaf_geometry.d.ts.map +1 -1
  168. package/src/generation/foliage/material/leaf_geometry.js +21 -9
  169. package/src/generation/foliage/material/make_foliage_material.d.ts +2 -3
  170. package/src/generation/foliage/material/make_foliage_material.d.ts.map +1 -1
  171. package/src/generation/foliage/material/make_foliage_material.js +3 -57
  172. package/src/generation/foliage/material/tree_cluster_atlas_pack.d.ts +14 -0
  173. package/src/generation/foliage/material/tree_cluster_atlas_pack.d.ts.map +1 -0
  174. package/src/generation/foliage/material/tree_cluster_atlas_pack.js +28 -0
  175. package/src/generation/foliage/material/tree_cluster_bake.d.ts +74 -0
  176. package/src/generation/foliage/material/tree_cluster_bake.d.ts.map +1 -0
  177. package/src/generation/foliage/material/tree_cluster_bake.js +415 -0
  178. package/src/generation/foliage/material/tree_cluster_press.d.ts +18 -0
  179. package/src/generation/foliage/material/tree_cluster_press.d.ts.map +1 -0
  180. package/src/generation/foliage/material/tree_cluster_press.js +83 -0
  181. package/src/generation/foliage/material/tree_cluster_tiles.d.ts +46 -0
  182. package/src/generation/foliage/material/tree_cluster_tiles.d.ts.map +1 -0
  183. package/src/generation/foliage/material/tree_cluster_tiles.js +75 -0
  184. package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts +22 -4
  185. package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts.map +1 -1
  186. package/src/generation/foliage/mesh/foliage_collect_attachments.js +26 -14
  187. package/src/generation/foliage/mesh/tree_cluster_cards.d.ts +61 -0
  188. package/src/generation/foliage/mesh/tree_cluster_cards.d.ts.map +1 -0
  189. package/src/generation/foliage/mesh/tree_cluster_cards.js +114 -0
  190. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts +121 -0
  191. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts.map +1 -0
  192. package/src/generation/foliage/mesh/tree_cluster_representatives.js +309 -0
  193. package/src/generation/foliage/mesh/tree_clusters.d.ts +71 -0
  194. package/src/generation/foliage/mesh/tree_clusters.d.ts.map +1 -0
  195. package/src/generation/foliage/mesh/tree_clusters.js +174 -0
  196. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -1
  197. package/src/generation/foliage/mesh/tree_mesh_build_bark.js +577 -172
  198. package/src/generation/foliage/mesh/tree_mesh_build_clusters.d.ts +25 -0
  199. package/src/generation/foliage/mesh/tree_mesh_build_clusters.d.ts.map +1 -0
  200. package/src/generation/foliage/mesh/tree_mesh_build_clusters.js +144 -0
  201. package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts +7 -10
  202. package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts.map +1 -1
  203. package/src/generation/foliage/mesh/tree_mesh_build_foliage.js +13 -39
  204. package/src/generation/foliage/presets/make_tree_species_preset.d.ts.map +1 -1
  205. package/src/generation/foliage/presets/make_tree_species_preset.js +80 -208
  206. package/src/generation/foliage/skeleton/ShootFrameworkHash.d.ts +5 -2
  207. package/src/generation/foliage/skeleton/ShootFrameworkHash.d.ts.map +1 -1
  208. package/src/generation/foliage/skeleton/ShootFrameworkHash.js +13 -8
  209. package/src/generation/foliage/skeleton/ShootGirth.d.ts.map +1 -1
  210. package/src/generation/foliage/skeleton/ShootGirth.js +6 -5
  211. package/src/generation/foliage/skeleton/ShootLightField.d.ts +9 -0
  212. package/src/generation/foliage/skeleton/ShootLightField.d.ts.map +1 -1
  213. package/src/generation/foliage/skeleton/ShootLightField.js +25 -0
  214. package/src/generation/foliage/skeleton/ShootWoodHash.d.ts +89 -0
  215. package/src/generation/foliage/skeleton/ShootWoodHash.d.ts.map +1 -0
  216. package/src/generation/foliage/skeleton/ShootWoodHash.js +195 -0
  217. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts +6 -0
  218. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts.map +1 -1
  219. package/src/generation/foliage/skeleton/TreeSkeleton.js +9 -0
  220. package/src/generation/foliage/skeleton/shoot_demography.d.ts +17 -4
  221. package/src/generation/foliage/skeleton/shoot_demography.d.ts.map +1 -1
  222. package/src/generation/foliage/skeleton/shoot_demography.js +22 -6
  223. package/src/generation/foliage/skeleton/shoot_geometry.d.ts +5 -6
  224. package/src/generation/foliage/skeleton/shoot_geometry.d.ts.map +1 -1
  225. package/src/generation/foliage/skeleton/shoot_geometry.js +29 -12
  226. package/src/generation/foliage/skeleton/shoot_systems_simulate.d.ts +43 -4
  227. package/src/generation/foliage/skeleton/shoot_systems_simulate.d.ts.map +1 -1
  228. package/src/generation/foliage/skeleton/shoot_systems_simulate.js +537 -70
  229. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.d.ts +30 -5
  230. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.d.ts.map +1 -1
  231. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.js +46 -10
  232. package/src/generation/foliage/skeleton/tree_skeleton_bind_skin_joints.d.ts +10 -0
  233. package/src/generation/foliage/skeleton/tree_skeleton_bind_skin_joints.d.ts.map +1 -0
  234. package/src/generation/foliage/skeleton/tree_skeleton_bind_skin_joints.js +12 -0
  235. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts.map +1 -1
  236. package/src/generation/foliage/skeleton/tree_skeleton_grow.js +2 -1
  237. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts +4 -0
  238. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts.map +1 -1
  239. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.js +102 -6
  240. package/src/shade/descriptor/binding/BindGroupLayoutEntry.js +6 -6
  241. package/src/shade/descriptor/pipeline/render/ColorTargetState.js +2 -2
  242. package/src/shade/descriptor/pipeline/render/RenderPipelineDescriptor.js +3 -3
  243. package/src/shade/playground/additive_blending/main.js +529 -529
  244. package/src/shade/playground/avboit/main.js +1 -1
  245. package/src/shade/playground/basis_textures/main.js +365 -365
  246. package/src/shade/playground/caldera/main.js +1 -1
  247. package/src/shade/playground/contact_shadows/main.js +1 -1
  248. package/src/shade/playground/foliage_wind/main.js +289 -289
  249. package/src/shade/playground/mesh_row_ceiling/main.js +1 -1
  250. package/src/shade/playground/particle_ecs/main.js +1 -1
  251. package/src/shade/playground/particle_system/main.js +1 -1
  252. package/src/shade/playground/sh_exponential/main.js +1 -1
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  1362. package/src/engine/graphics3/Trail3DSystem3.d.ts +0 -10
  1363. package/src/engine/graphics3/Trail3DSystem3.d.ts.map +0 -1
  1364. package/src/engine/graphics3/Trail3DSystem3.js +0 -10
  1365. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +0 -10
  1366. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +0 -1
  1367. package/src/engine/graphics3/VolumetricLightMapSystem3.js +0 -10
  1368. package/src/engine/graphics3/WaterSystem3.d.ts +0 -10
  1369. package/src/engine/graphics3/WaterSystem3.d.ts.map +0 -1
  1370. package/src/engine/graphics3/WaterSystem3.js +0 -10
  1371. package/src/engine/network/convertPathToURL.d.ts +0 -2
  1372. package/src/engine/network/convertPathToURL.d.ts.map +0 -1
  1373. package/src/engine/network/convertPathToURL.js +0 -2
  1374. package/src/format/image/png/crc32.d.ts +0 -2
  1375. package/src/format/image/png/crc32.d.ts.map +0 -1
  1376. package/src/format/image/png/crc32.js +0 -7
  1377. package/src/shade/renderer/camera/OrbitalCameraController.d.ts +0 -2
  1378. package/src/shade/renderer/camera/OrbitalCameraController.d.ts.map +0 -1
  1379. package/src/shade/renderer/camera/OrbitalCameraController.js +0 -1
  1380. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_heavy.d.ts +0 -16
  1381. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_heavy.d.ts.map +0 -1
  1382. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_heavy.js +0 -17
  1383. package/src/shade/renderer/geometry/sdf/SDF_BUILD_SETTINGS_STRUCT.js +0 -8
  1384. package/src/shade/renderer/geometry/sdf/SFD_BUILD_WORKGROUP_SIZE.js +0 -1
  1385. package/src/shade/renderer/geometry/sdf/chunk_blas_query_sdf.js +0 -49
  1386. package/src/shade/renderer/geometry/sdf/chunk_blas_query_volume_sign.js +0 -90
  1387. package/src/shade/renderer/geometry/sdf/shader_build_sdf.js +0 -126
  1388. package/src/shade/renderer/light/environment/octahedral_uv_to_direction.d.ts +0 -8
  1389. package/src/shade/renderer/light/environment/octahedral_uv_to_direction.d.ts.map +0 -1
  1390. package/src/shade/renderer/light/environment/octahedral_uv_to_direction.js +0 -10
  1391. package/src/shade/renderer/particles/shaders/shader_particle_init_free_list.js +0 -62
  1392. package/src/shade/renderer/shadow/vsm/VSMMoverTracker.js +0 -153
  1393. package/src/shade/renderer/shadow/vsm/VSM_MOVER_LAYOUT.js +0 -75
  1394. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_append_mover.js +0 -32
  1395. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_movers.js +0 -184
  1396. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_skinned_movers.js +0 -109
@@ -0,0 +1,112 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import {
3
+ MESH_SDF_BAND_VOXELS,
4
+ MESH_SDF_BRICK_TEXELS,
5
+ MESH_SDF_BRICK_VOXELS,
6
+ MESH_SDF_EMPTY,
7
+ MESH_SDF_EMPTY_INSIDE,
8
+ MeshSDFState
9
+ } from "./MESH_SDF.js";
10
+ import { MESH_SDF_STRUCT } from "./MESH_SDF_STRUCT.js";
11
+
12
+ /**
13
+ * The arithmetic of a geometry's sparse distance field on the device — {@link MeshSDFLayout}'s, and
14
+ * the encoding of a texel — over a {@link MESH_SDF_STRUCT} passed by value. Pure: nothing here reads a
15
+ * binding.
16
+ *
17
+ * ```wgsl
18
+ * fn mesh_sdf_level_bricks(header: MeshSDF, level: u32) -> vec3<u32>
19
+ * fn mesh_sdf_level_offset(header: MeshSDF, level: u32) -> u32 // the level's first entry
20
+ * fn mesh_sdf_level_voxel(header: MeshSDF, level: u32) -> f32
21
+ * fn mesh_sdf_brick_of(header: MeshSDF, brick: u32) -> vec4<u32> // level, then x, y, z
22
+ * fn mesh_sdf_brick_corner(header: MeshSDF, brick: vec4<u32>) -> vec3<f32> // texel 0's point
23
+ * fn mesh_sdf_encode(distance: f32, voxel: f32) -> f32 // saturate(d / 2R + 0.5)
24
+ * fn mesh_sdf_decode(encoded: f32, voxel: f32) -> f32
25
+ * fn mesh_sdf_entry_holds_slot(entry: u32) -> bool // not EMPTY, on either side
26
+ * ```
27
+ *
28
+ * @type {CodeChunk}
29
+ */
30
+ export const chunk_mesh_sdf = CodeChunk.from(
31
+ //language=WGSL
32
+ `
33
+ const MESH_SDF_BRICK_VOXELS = ${MESH_SDF_BRICK_VOXELS}u;
34
+ const MESH_SDF_BRICK_TEXELS = ${MESH_SDF_BRICK_TEXELS}u;
35
+ const MESH_SDF_BAND_VOXELS = ${MESH_SDF_BAND_VOXELS}.0;
36
+ const MESH_SDF_EMPTY = ${MESH_SDF_EMPTY}u;
37
+ const MESH_SDF_EMPTY_INSIDE = ${MESH_SDF_EMPTY_INSIDE}u;
38
+ const MESH_SDF_STATE_NONE = ${MeshSDFState.None}u;
39
+ const MESH_SDF_STATE_BAKING = ${MeshSDFState.Baking}u;
40
+ const MESH_SDF_STATE_RESIDENT = ${MeshSDFState.Resident}u;
41
+ const MESH_SDF_STATE_ALIAS = ${MeshSDFState.Alias}u;
42
+
43
+ fn mesh_sdf_level_bricks(header: ${MESH_SDF_STRUCT.wgsl_ref}, level: u32) -> vec3<u32> {
44
+ let step = (1u << level) - 1u;
45
+
46
+ return (header.bricks + vec3<u32>(step)) >> vec3<u32>(level);
47
+ }
48
+
49
+ fn mesh_sdf_level_offset(header: ${MESH_SDF_STRUCT.wgsl_ref}, level: u32) -> u32 {
50
+ var offset = header.indirection;
51
+
52
+ // at most the level count, six at the default cap
53
+ for (var k = 0u; k < level; k++) {
54
+ let bricks = mesh_sdf_level_bricks(header, k);
55
+
56
+ offset += bricks.x * bricks.y * bricks.z;
57
+ }
58
+
59
+ return offset;
60
+ }
61
+
62
+ fn mesh_sdf_level_voxel(header: ${MESH_SDF_STRUCT.wgsl_ref}, level: u32) -> f32 {
63
+ return header.voxel * f32(1u << level);
64
+ }
65
+
66
+ fn mesh_sdf_brick_of(header: ${MESH_SDF_STRUCT.wgsl_ref}, brick: u32) -> vec4<u32> {
67
+ var rest = brick;
68
+ var level = 0u;
69
+
70
+ for (; level + 1u < header.level_count; level++) {
71
+ let bricks = mesh_sdf_level_bricks(header, level);
72
+ let count = bricks.x * bricks.y * bricks.z;
73
+
74
+ if (rest < count) {
75
+ break;
76
+ }
77
+
78
+ rest -= count;
79
+ }
80
+
81
+ let bricks = mesh_sdf_level_bricks(header, level);
82
+
83
+ let x = rest % bricks.x;
84
+ let y = (rest / bricks.x) % bricks.y;
85
+ let z = rest / (bricks.x * bricks.y);
86
+
87
+ return vec4<u32>(level, x, y, z);
88
+ }
89
+
90
+ fn mesh_sdf_brick_corner(header: ${MESH_SDF_STRUCT.wgsl_ref}, brick: vec4<u32>) -> vec3<f32> {
91
+ // texel t of a brick sits on its voxel corner t, and bricks overlap by one texel
92
+ return header.origin + vec3<f32>(brick.yzw * MESH_SDF_BRICK_VOXELS) * mesh_sdf_level_voxel(header, brick.x);
93
+ }
94
+
95
+ fn mesh_sdf_encode(distance: f32, voxel: f32) -> f32 {
96
+ let band = MESH_SDF_BAND_VOXELS * voxel;
97
+
98
+ return saturate(distance / (2.0 * band) + 0.5);
99
+ }
100
+
101
+ fn mesh_sdf_decode(encoded: f32, voxel: f32) -> f32 {
102
+ let band = MESH_SDF_BAND_VOXELS * voxel;
103
+
104
+ return 2.0 * band * (encoded - 0.5);
105
+ }
106
+
107
+ fn mesh_sdf_entry_holds_slot(entry: u32) -> bool {
108
+ return entry < MESH_SDF_EMPTY;
109
+ }
110
+ `, [
111
+ MESH_SDF_STRUCT.declaration_chunk,
112
+ ]);
@@ -0,0 +1,15 @@
1
+ /**
2
+ * The surface normal of a geometry's field at a point, in its local space: the field's gradient by
3
+ * Quilez's tetrahedron of four samples, half a voxel of the level across, so it follows the field at
4
+ * the resolution the field has.
5
+ *
6
+ * ```wgsl
7
+ * fn mesh_sdf_normal(header: MeshSDF, level: u32, p: vec3<f32>) -> vec3<f32>
8
+ * ```
9
+ *
10
+ * @see https://iquilezles.org/articles/normalsSDF/
11
+ * @type {CodeChunk}
12
+ */
13
+ export const chunk_mesh_sdf_normal: CodeChunk;
14
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
15
+ //# sourceMappingURL=chunk_mesh_sdf_normal.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_mesh_sdf_normal.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/chunk_mesh_sdf_normal.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;GAWG;AACH,oCAFU,SAAS,CAmBZ;0BAjCmB,oCAAoC"}
@@ -0,0 +1,34 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { chunk_mesh_sdf_sample } from "./chunk_mesh_sdf_sample.js";
3
+ import { MESH_SDF_STRUCT } from "./MESH_SDF_STRUCT.js";
4
+
5
+ /**
6
+ * The surface normal of a geometry's field at a point, in its local space: the field's gradient by
7
+ * Quilez's tetrahedron of four samples, half a voxel of the level across, so it follows the field at
8
+ * the resolution the field has.
9
+ *
10
+ * ```wgsl
11
+ * fn mesh_sdf_normal(header: MeshSDF, level: u32, p: vec3<f32>) -> vec3<f32>
12
+ * ```
13
+ *
14
+ * @see https://iquilezles.org/articles/normalsSDF/
15
+ * @type {CodeChunk}
16
+ */
17
+ export const chunk_mesh_sdf_normal = CodeChunk.from(
18
+ //language=WGSL
19
+ `
20
+ fn mesh_sdf_normal(header: ${MESH_SDF_STRUCT.wgsl_ref}, level: u32, p: vec3<f32>) -> vec3<f32> {
21
+ let h = 0.5 * mesh_sdf_level_voxel(header, level);
22
+ let k = vec2<f32>(1.0, -1.0);
23
+
24
+ return normalize(
25
+ k.xyy * mesh_sdf_sample(header, level, p + k.xyy * h)
26
+ + k.yyx * mesh_sdf_sample(header, level, p + k.yyx * h)
27
+ + k.yxy * mesh_sdf_sample(header, level, p + k.yxy * h)
28
+ + k.xxx * mesh_sdf_sample(header, level, p + k.xxx * h)
29
+ );
30
+ }
31
+ `, [
32
+ MESH_SDF_STRUCT.declaration_chunk,
33
+ chunk_mesh_sdf_sample,
34
+ ]);
@@ -0,0 +1,17 @@
1
+ /**
2
+ * The first hit of a ray in a geometry's local space against its field at one level: the ray's own
3
+ * parameter `t`, so a ray carried into local space by a transform keeps the `t` it had outside, or
4
+ * `-1` for a miss within `ray.tmax`.
5
+ *
6
+ * A hit is a sample within half a voxel of the level; every other step is at least that long, so the
7
+ * march always moves. It starts where the ray enters the grid box and ends where it leaves.
8
+ *
9
+ * ```wgsl
10
+ * fn mesh_sdf_raymarch(header: MeshSDF, level: u32, ray: Ray) -> f32
11
+ * ```
12
+ *
13
+ * @type {CodeChunk}
14
+ */
15
+ export const chunk_mesh_sdf_raymarch: CodeChunk;
16
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
17
+ //# sourceMappingURL=chunk_mesh_sdf_raymarch.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_mesh_sdf_raymarch.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/chunk_mesh_sdf_raymarch.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;GAaG;AACH,sCAFU,SAAS,CAsCZ;0BA7DmB,oCAAoC"}
@@ -0,0 +1,64 @@
1
+ import { chunk_aabb3_distance_to_ray_v2 } from "../../shader/chunk/geometry/aabb3/chunk_aabb3_distance_to_ray_v2.js";
2
+ import { RAY_STRUCT } from "../../shader/chunk/geometry/ray/RAY_STRUCT.js";
3
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
4
+ import { chunk_mesh_sdf_sample } from "./chunk_mesh_sdf_sample.js";
5
+ import { MESH_SDF_STRUCT } from "./MESH_SDF_STRUCT.js";
6
+
7
+ /**
8
+ * Steps a ray takes at most. Away from the surface a step is the band, four voxels, so a ray crosses
9
+ * the cap's 126 voxels in about 32 steps and has as many again to close on what it hits.
10
+ * @type {number}
11
+ */
12
+ const MAX_STEPS = 64;
13
+
14
+ /**
15
+ * The first hit of a ray in a geometry's local space against its field at one level: the ray's own
16
+ * parameter `t`, so a ray carried into local space by a transform keeps the `t` it had outside, or
17
+ * `-1` for a miss within `ray.tmax`.
18
+ *
19
+ * A hit is a sample within half a voxel of the level; every other step is at least that long, so the
20
+ * march always moves. It starts where the ray enters the grid box and ends where it leaves.
21
+ *
22
+ * ```wgsl
23
+ * fn mesh_sdf_raymarch(header: MeshSDF, level: u32, ray: Ray) -> f32
24
+ * ```
25
+ *
26
+ * @type {CodeChunk}
27
+ */
28
+ export const chunk_mesh_sdf_raymarch = CodeChunk.from(
29
+ //language=WGSL
30
+ `
31
+ fn mesh_sdf_raymarch(header: ${MESH_SDF_STRUCT.wgsl_ref}, level: u32, ray: ${RAY_STRUCT.wgsl_ref}) -> f32 {
32
+ let grid_min = header.origin;
33
+ let grid_max = header.origin + vec3<f32>(header.bricks) * (f32(MESH_SDF_BRICK_VOXELS) * header.voxel);
34
+
35
+ let span = aabb3_distance_to_ray(grid_min, grid_max, ray.origin, ray.direction);
36
+ let t_end = min(span.y, ray.tmax);
37
+
38
+ if (span.y <= 0.0 || span.x > t_end) {
39
+ return -1.0;
40
+ }
41
+
42
+ // distances are local lengths; t is the ray's parameter
43
+ let speed = length(ray.direction);
44
+ let threshold = 0.5 * mesh_sdf_level_voxel(header, level);
45
+
46
+ var t = max(span.x, 0.0);
47
+
48
+ for (var i = 0; i < ${MAX_STEPS} && t <= t_end; i++) {
49
+ let distance = mesh_sdf_sample(header, level, ray.origin + t * ray.direction);
50
+
51
+ if (distance < threshold) {
52
+ return t;
53
+ }
54
+
55
+ t += distance / speed;
56
+ }
57
+
58
+ return -1.0;
59
+ }
60
+ `, [
61
+ RAY_STRUCT.declaration_chunk,
62
+ chunk_aabb3_distance_to_ray_v2,
63
+ chunk_mesh_sdf_sample,
64
+ ]);
@@ -0,0 +1,32 @@
1
+ /**
2
+ * A geometry's header as its readers take it: an alias is followed once, so a skinned clone reads
3
+ * its source's field. Reads `mesh_sdf_headers`.
4
+ *
5
+ * ```wgsl
6
+ * fn mesh_sdf_header(geometry: u32) -> MeshSDF
7
+ * ```
8
+ *
9
+ * @type {CodeChunk}
10
+ */
11
+ export const chunk_mesh_sdf_header: CodeChunk;
12
+ /**
13
+ * The signed distance a resident geometry's field gives at a point of its local space, at one level
14
+ * (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.7):
15
+ *
16
+ * - outside the grid box, the distance to the box plus level 0's band R. A lower bound: the surface
17
+ * lies inside the bounds, and the bounds lie at least R inside the box;
18
+ * - in an EMPTY brick, the level's band on the brick's side of the surface, `±R`: no surface is
19
+ * within it, so a line out of a solid meets one surface, its own;
20
+ * - in a stored brick, one hardware trilinear tap of the atlas, which never leaves the brick.
21
+ *
22
+ * Reads `mesh_sdf_indirection`, `mesh_sdf_atlas` and `mesh_sdf_sampler`.
23
+ *
24
+ * ```wgsl
25
+ * fn mesh_sdf_sample(header: MeshSDF, level: u32, position: vec3<f32>) -> f32
26
+ * ```
27
+ *
28
+ * @type {CodeChunk}
29
+ */
30
+ export const chunk_mesh_sdf_sample: CodeChunk;
31
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
32
+ //# sourceMappingURL=chunk_mesh_sdf_sample.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_mesh_sdf_sample.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/chunk_mesh_sdf_sample.js"],"names":[],"mappings":"AAWA;;;;;;;;;GASG;AACH,oCAFU,SAAS,CAgBZ;AAIP;;;;;;;;;;;;;;;;;GAiBG;AACH,oCAFU,SAAS,CA4CZ;0BAnGmB,oCAAoC"}
@@ -0,0 +1,104 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { chunk_tile_atlas_slot_origin } from "../../texture/atlas/chunk_tile_atlas_slot_origin.js";
3
+ import { chunk_mesh_sdf } from "./chunk_mesh_sdf.js";
4
+ import {
5
+ MESH_SDF_ATLAS_RESOURCE,
6
+ MESH_SDF_HEADERS_RESOURCE,
7
+ MESH_SDF_INDIRECTION_RESOURCE,
8
+ MESH_SDF_SAMPLER_RESOURCE
9
+ } from "./MESH_SDF_RESOURCES.js";
10
+ import { MESH_SDF_STRUCT } from "./MESH_SDF_STRUCT.js";
11
+
12
+ /**
13
+ * A geometry's header as its readers take it: an alias is followed once, so a skinned clone reads
14
+ * its source's field. Reads `mesh_sdf_headers`.
15
+ *
16
+ * ```wgsl
17
+ * fn mesh_sdf_header(geometry: u32) -> MeshSDF
18
+ * ```
19
+ *
20
+ * @type {CodeChunk}
21
+ */
22
+ export const chunk_mesh_sdf_header = CodeChunk.from(
23
+ //language=WGSL
24
+ `
25
+ fn mesh_sdf_header(geometry: u32) -> ${MESH_SDF_STRUCT.wgsl_ref} {
26
+ var header = mesh_sdf_headers[geometry];
27
+
28
+ if (header.state == MESH_SDF_STATE_ALIAS) {
29
+ header = mesh_sdf_headers[header.source];
30
+ }
31
+
32
+ return header;
33
+ }
34
+ `, [
35
+ chunk_mesh_sdf,
36
+ ]);
37
+
38
+ chunk_mesh_sdf_header.requireResource(MESH_SDF_HEADERS_RESOURCE);
39
+
40
+ /**
41
+ * The signed distance a resident geometry's field gives at a point of its local space, at one level
42
+ * (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.7):
43
+ *
44
+ * - outside the grid box, the distance to the box plus level 0's band R. A lower bound: the surface
45
+ * lies inside the bounds, and the bounds lie at least R inside the box;
46
+ * - in an EMPTY brick, the level's band on the brick's side of the surface, `±R`: no surface is
47
+ * within it, so a line out of a solid meets one surface, its own;
48
+ * - in a stored brick, one hardware trilinear tap of the atlas, which never leaves the brick.
49
+ *
50
+ * Reads `mesh_sdf_indirection`, `mesh_sdf_atlas` and `mesh_sdf_sampler`.
51
+ *
52
+ * ```wgsl
53
+ * fn mesh_sdf_sample(header: MeshSDF, level: u32, position: vec3<f32>) -> f32
54
+ * ```
55
+ *
56
+ * @type {CodeChunk}
57
+ */
58
+ export const chunk_mesh_sdf_sample = CodeChunk.from(
59
+ //language=WGSL
60
+ `
61
+ fn mesh_sdf_sample(header: ${MESH_SDF_STRUCT.wgsl_ref}, level: u32, position: vec3<f32>) -> f32 {
62
+ let grid_min = header.origin;
63
+ let grid_max = header.origin + vec3<f32>(header.bricks) * (f32(MESH_SDF_BRICK_VOXELS) * header.voxel);
64
+
65
+ let outside = max(max(grid_min - position, position - grid_max), vec3<f32>(0.0));
66
+
67
+ if (any(outside > vec3<f32>(0.0))) {
68
+ return length(outside) + MESH_SDF_BAND_VOXELS * header.voxel;
69
+ }
70
+
71
+ let voxel = mesh_sdf_level_voxel(header, level);
72
+ let bricks = mesh_sdf_level_bricks(header, level);
73
+
74
+ // the brick holding the point, in the level's voxels; a point on the grid's far face is in the
75
+ // last brick
76
+ let voxels = (position - grid_min) / voxel;
77
+ let brick = min(vec3<u32>(voxels / f32(MESH_SDF_BRICK_VOXELS)), bricks - vec3<u32>(1u));
78
+
79
+ let entry = mesh_sdf_indirection[mesh_sdf_level_offset(header, level) + brick.x + bricks.x * (brick.y + bricks.y * brick.z)];
80
+
81
+ if (!mesh_sdf_entry_holds_slot(entry)) {
82
+ return select(1.0, -1.0, entry == MESH_SDF_EMPTY_INSIDE) * MESH_SDF_BAND_VOXELS * voxel;
83
+ }
84
+
85
+ let atlas_size = textureDimensions(mesh_sdf_atlas, 0);
86
+ let slots = atlas_size / MESH_SDF_BRICK_TEXELS;
87
+ let corner = tile_atlas_slot_origin(entry, slots.xy, vec3<u32>(MESH_SDF_BRICK_TEXELS));
88
+
89
+ // texel t of the brick sits on its corner voxel t: the tap's centre is half a texel past it
90
+ let within = clamp(voxels - vec3<f32>(brick * MESH_SDF_BRICK_VOXELS), vec3<f32>(0.0), vec3<f32>(f32(MESH_SDF_BRICK_VOXELS)));
91
+ let uvw = (vec3<f32>(corner) + 0.5 + within) / vec3<f32>(atlas_size);
92
+
93
+ let encoded = textureSampleLevel(mesh_sdf_atlas, mesh_sdf_sampler, uvw, 0.0).r;
94
+
95
+ return mesh_sdf_decode(encoded, voxel);
96
+ }
97
+ `, [
98
+ chunk_mesh_sdf,
99
+ chunk_tile_atlas_slot_origin,
100
+ ]);
101
+
102
+ chunk_mesh_sdf_sample.requireResource(MESH_SDF_INDIRECTION_RESOURCE);
103
+ chunk_mesh_sdf_sample.requireResource(MESH_SDF_ATLAS_RESOURCE);
104
+ chunk_mesh_sdf_sample.requireResource(MESH_SDF_SAMPLER_RESOURCE);
@@ -16,4 +16,6 @@ export function graph_draw_sdf_normals({ graph, view, input_depth, input_normals
16
16
  input_normals: number;
17
17
  input_viz_mesh: number;
18
18
  }): number;
19
+ export const shader_sdf_visualize: ImageShader;
20
+ import { ImageShader } from "../../shader/ImageShader.js";
19
21
  //# sourceMappingURL=shader_sdf_visualize.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"shader_sdf_visualize.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/shader_sdf_visualize.js"],"names":[],"mappings":"AAmKA;;;;;;;;;;GAUG;AACH;IAR+B,KAAK;IACD,IAAI;IACZ,WAAW,EAA3B,MAAM;IACU,aAAa,EAA7B,MAAM;IACU,cAAc,EAA9B,MAAM;IAEJ,MAAM,CAsGlB"}
1
+ {"version":3,"file":"shader_sdf_visualize.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/shader_sdf_visualize.js"],"names":[],"mappings":"AA4JA;;;;;;;;;;GAUG;AACH;IAR+B,KAAK;IACD,IAAI;IACZ,WAAW,EAA3B,MAAM;IACU,aAAa,EAA7B,MAAM;IACU,cAAc,EAA9B,MAAM;IAEJ,MAAM,CAmGlB;AAvHD,+CASG;4BApIyB,6BAA6B"}
@@ -3,6 +3,12 @@ import { current_time_in_seconds } from "../../../../core/time/current_time_in_s
3
3
  import { TextureResourceDescriptor } from "../../../device/graph/TextureResourceDescriptor.js";
4
4
  import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
5
  import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
6
+ import {
7
+ MESH_SDF_ATLAS_RESOURCE,
8
+ MESH_SDF_HEADERS_RESOURCE,
9
+ MESH_SDF_INDIRECTION_RESOURCE,
10
+ MESH_SDF_SAMPLER_RESOURCE
11
+ } from "./MESH_SDF_RESOURCES.js";
6
12
  import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
7
13
  import { DEPTH_BACKGROUND_VALUE } from "../../depth/DEPTH_BACKGROUND_VALUE.js";
8
14
  import { BVH2_NODE_STRUCT } from "../../shader/chunk/bvh/BVH2_NODE_STRUCT.js";
@@ -29,7 +35,10 @@ const resources = new ShaderResourceSetDescriptor();
29
35
  resources.setImmediate("settings", SDF_DRAW_SETTINGS_STRUCT);
30
36
 
31
37
  resources.createGroup()
32
- .addTexture("texture_sdf", "unfilterable-float", "3d")
38
+ .add(MESH_SDF_HEADERS_RESOURCE)
39
+ .add(MESH_SDF_INDIRECTION_RESOURCE)
40
+ .add(MESH_SDF_ATLAS_RESOURCE)
41
+ .add(MESH_SDF_SAMPLER_RESOURCE)
33
42
  .addTexture("gBufferDepth")
34
43
  .addTexture("gBufferNormals", "uint")
35
44
  .addTexture("vizBufferMesh", "uint")
@@ -65,22 +74,6 @@ fn main(
65
74
 
66
75
  let coord_i = vec2<u32>(coord.xy);
67
76
 
68
- // const SLICE_ZOOM = 8;
69
- // if(all(coord_i < vec2(settings.sdf_tile_resolution*SLICE_ZOOM))){
70
- // let geometry_id = 18u;
71
- // let geometry = geometries[geometry_id];
72
- // let bounds = array_to_aabb3(geometry.bounding_box);
73
- // let scale = 1.0 / max(0.001, min_v3(bounds.max - bounds.min));
74
- //
75
- // let sdf_uv = (vec3(vec2(vec2f(coord_i)/SLICE_ZOOM), settings.slice * f32(settings.sdf_tile_resolution - 1u)) + 0.5) / f32(settings.sdf_tile_resolution);
76
- //
77
- // let offset = tile_atlas_slot_origin(geometry_id, settings.sdf_atlas_resolution.xy, vec3(settings.sdf_tile_resolution));
78
- // let geometry_distance = sdf_texture_region_sample_linear_uv(texture_sdf, offset, vec3(settings.sdf_tile_resolution), sdf_uv);
79
- // return vec4(select(vec3(geometry_distance*scale, 0.0, 0.0), vec3(0.0, 0.0, geometry_distance*scale), geometry_distance >= 0), 1.0);
80
- //// return vec4(vec3( geometry_distance ), 1.0);
81
- //// return vec4(sdf_uv, 1.0);
82
- // }
83
-
84
77
  let depth = textureLoad(
85
78
  gBufferDepth,
86
79
  coord_i,
@@ -150,7 +143,7 @@ fn main(
150
143
  );
151
144
 
152
145
 
153
- const shader_sdf_visualize = new ImageShader({
146
+ export const shader_sdf_visualize = new ImageShader({
154
147
  descriptor: ShaderDescriptor.from({
155
148
  label: 'SDF Visualize',
156
149
  resources,
@@ -217,8 +210,6 @@ export function graph_draw_sdf_normals({
217
210
  const viz_mesh = resources.get(data.viz_mesh);
218
211
 
219
212
  const buffer_settings = {
220
- sdf_tile_resolution: sdf.tile_resolution,
221
- sdf_atlas_resolution: sdf.atlas_resolution_in_tiles,
222
213
  slice: pingpong(current_time_in_seconds() / 5, 1),
223
214
  };
224
215
 
@@ -230,9 +221,8 @@ export function graph_draw_sdf_normals({
230
221
 
231
222
  shader_sdf_visualize.draw({
232
223
  encoder,
233
- bindings: {
224
+ bindings: sdf.write_bindings({
234
225
  settings: buffer_settings,
235
- texture_sdf: sdf.texture.obtainView(),
236
226
  gBufferDepth: depth.obtainView(),
237
227
  gBufferNormals: normals.obtainView(),
238
228
  vizBufferMesh: viz_mesh.obtainView(),
@@ -244,7 +234,7 @@ export function graph_draw_sdf_normals({
244
234
  // debug
245
235
  blas_data: blas.buffer_data,
246
236
  blas_lookup: blas.buffer_metadata,
247
- },
237
+ }),
248
238
  colorAttachments: [
249
239
  {
250
240
  loadOp: "clear",
@@ -1,4 +1,4 @@
1
- import { compute_triangle_area_3d } from "../../../../core/geom/3d/triangle/compute_triangle_area_3d.js";
1
+ import { tri3_area } from "../../../../core/geom/3d/triangle/tri3_area.js";
2
2
  import { StandardAttributes } from "../StandardAttributes.js";
3
3
 
4
4
  /**
@@ -20,7 +20,7 @@ export function geometry_compute_surface_area(geometry) {
20
20
  const b = index[i + 1];
21
21
  const c = index[i + 2];
22
22
 
23
- result += compute_triangle_area_3d(
23
+ result += tri3_area(
24
24
  p[a * 3],
25
25
  p[a * 3 + 1],
26
26
  p[a * 3 + 2],
@@ -1,5 +1,5 @@
1
1
  import { array_copy } from "../../../../core/collection/array/array_copy.js";
2
- import { compute_triangle_area_3d } from "../../../../core/geom/3d/triangle/compute_triangle_area_3d.js";
2
+ import { tri3_area } from "../../../../core/geom/3d/triangle/tri3_area.js";
3
3
  import { compute_uv_aspect_ratio } from "../compute_uv_aspect_ratio.js";
4
4
 
5
5
  /**
@@ -37,7 +37,7 @@ export function geometry_estimate_uv_aspect(uv, position, index, index_count) {
37
37
  ...triangle_uvs,
38
38
  );
39
39
 
40
- const triangle_area = compute_triangle_area_3d(
40
+ const triangle_area = tri3_area(
41
41
  ...triangle_positions,
42
42
  );
43
43
 
@@ -1,4 +1,4 @@
1
- import { v3_array_normalize } from "../../../../core/geom/vec3/v3_array_normalize.js";
1
+ import { v3_normalize_array } from "../../../../core/geom/vec3/v3_normalize_array.js";
2
2
  import { v3_cross_array } from "../../../../core/geom/vec3/v3_cross_array.js";
3
3
  import { v3_dot } from "../../../../core/geom/vec3/v3_dot.js";
4
4
  import { Attribute } from "../Attribute.js";
@@ -133,7 +133,7 @@ function compute_face_normal(position_data, indices, triangle_id, out, out_offse
133
133
  scratch_edge2[0] = p2x - p0x; scratch_edge2[1] = p2y - p0y; scratch_edge2[2] = p2z - p0z;
134
134
 
135
135
  v3_cross_array(out, out_offset, scratch_edge1, 0, scratch_edge2, 0);
136
- v3_array_normalize(out, out_offset, out, out_offset);
136
+ v3_normalize_array(out, out_offset, out, out_offset);
137
137
  }
138
138
 
139
139
  /**
@@ -4,7 +4,7 @@ import { sh3_basis_at } from "../../../../../core/geom/3d/sphere/harmonics/sh3_b
4
4
  import { sh3_vector_accumulate } from "../../../../../core/geom/3d/sphere/harmonics/sh3_vector_accumulate.js";
5
5
  import { sphere_fibonacci_point } from "../../../../../core/geom/3d/sphere/sphere_fibonacci_point.js";
6
6
  import { SurfacePoint3 } from "../../../../../core/geom/3d/SurfacePoint3.js";
7
- import { vector_scale_array } from "../../../../../core/geom/vec/vector_scale_array.js";
7
+ import { vector_scale_offset } from "../../../../../core/geom/vec/vector_scale_offset.js";
8
8
  import { clamp01 } from "../../../../../core/math/clamp01.js";
9
9
  import { brick4_extract_probe_locations } from "./brick4_extract_probe_locations.js";
10
10
 
@@ -96,7 +96,7 @@ export function brick4_bake_ao(brick4, bvh, ao_distance = 4) {
96
96
 
97
97
  const normalization_weight = (4 * Math.PI) / AO_SAMPLE_COUNT;
98
98
 
99
- vector_scale_array(probe, 0, probe, 0, 27, normalization_weight);
99
+ vector_scale_offset(probe, 0, probe, 0, 27, normalization_weight);
100
100
 
101
101
 
102
102
  array_copy(probe, 0, probe_data, i * 27, 27);
@@ -1,7 +1,7 @@
1
1
  import { assert } from "../../../../../core/assert.js";
2
2
  import { UINT32_MAX } from "../../../../../core/binary/UINT32_MAX.js";
3
3
  import LineBuilder from "../../../../../core/codegen/LineBuilder.js";
4
- import { randomPointOnSphere } from "../../../../../core/geom/random/randomPointOnSphere.js";
4
+ import { random_point_on_sphere } from "../../../../../core/geom/random/random_point_on_sphere.js";
5
5
  import { clamp } from "../../../../../core/math/clamp.js";
6
6
  import { randomIntegerBetween } from "../../../../../core/math/random/randomIntegerBetween.js";
7
7
  import { seededRandom } from "../../../../../core/math/random/seededRandom.js";
@@ -276,7 +276,7 @@ export class GPULightProbeVolumeRenderer {
276
276
 
277
277
  const direction = new Float32Array(3);
278
278
 
279
- randomPointOnSphere(this.#random, direction, 0);
279
+ random_point_on_sphere(this.#random, direction, 0);
280
280
 
281
281
  const bake_uniform = command_ctx.allocateTransientValueBuffer(PROBE_BAKE_UNIFORMS_STRUCT, {
282
282
  direction,
@@ -15,6 +15,4 @@ export function lpv_visualise_probes({ scene_context, colors_enabled, probe_size
15
15
  probe_size?: number;
16
16
  bounds?: AABB3;
17
17
  }): void;
18
- export { sh3_sample_irradiance_by_direction };
19
- import { sh3_sample_irradiance_by_direction } from "../../../../core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.js";
20
18
  //# sourceMappingURL=lpv_visualise_probes.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"lpv_visualise_probes.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/global_illumination/lpv/lpv_visualise_probes.js"],"names":[],"mappings":"AA0MA;;;;;;;;;;GAUG;AACH;IARoC,aAAa;IAEpB,cAAc,GAAhC,OAAO;IACU,UAAU,GAA3B,MAAM;IACU,MAAM;SAiEhC;;mDA7PM,iFAAiF"}
1
+ {"version":3,"file":"lpv_visualise_probes.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/global_illumination/lpv/lpv_visualise_probes.js"],"names":[],"mappings":"AAgMA;;;;;;;;;;GAUG;AACH;IARoC,aAAa;IAEpB,cAAc,GAAhC,OAAO;IACU,UAAU,GAA3B,MAAM;IACU,MAAM;SAiEhC"}
@@ -17,9 +17,9 @@ import { Sampler2D } from "../../../../engine/graphics/texture/sampler/Sampler2D
17
17
  import { ColorSpace } from "../../texture/ColorSpace.js";
18
18
  import { Attribute } from "../../geometry/Attribute.js";
19
19
  import { make_octahedron_geometry } from "../../geometry/primitives/make_octahedron_geometry.js";
20
- import {
21
- sh3_sample_irradiance_by_direction
22
- } from "../../../../core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.js";
20
+ import {
21
+ sh3_sample_irradiance_by_direction
22
+ } from "../../../../core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.js";
23
23
  import { StandardAttributes } from "../../geometry/StandardAttributes.js";
24
24
  import { StandardShadeMaterial } from "../../material/StandardShadeMaterial.js";
25
25
  import { place_primitive } from "../../scene/rows/place_primitive.js";
@@ -30,16 +30,6 @@ import { TextureWrapType } from "../../texture/TextureWrapType.js";
30
30
  import { BLACK_PIXEL_TEXTURE } from "../../texture/util/BLACK_PIXEL_TEXTURE.js";
31
31
  import { WHITE_PIXEL_TEXTURE } from "../../texture/util/WHITE_PIXEL_TEXTURE.js";
32
32
 
33
- /**
34
- * Re-exported from `core`, where the one implementation lives.
35
- *
36
- * This file used to carry a copy, with the all-positive signs — shadowing the `core` function, which
37
- * negated the odd-m terms because it was ported from three.js. The core one is in the project's
38
- * convention now, so there is nothing left to shadow. The export is kept because it is published
39
- * surface.
40
- */
41
- export { sh3_sample_irradiance_by_direction };
42
-
43
33
  const sh3_grace_cathedral = [
44
34
  0.7953949, 0.4405923, 0.5459412,
45
35
  0.3981450, 0.3526911, 0.6097158,