@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 +1,590 @@
1
+ import { MESH_SDF_BRICK_TEXELS, MESH_SDF_BRICK_VOXELS } from "../../../geometry/sdf/MESH_SDF.js";
2
+ import { MESH_SDF_SAMPLER } from "../../../geometry/sdf/MESH_SDF_RESOURCES.js";
3
+ import { CLIPMAP_LEVEL_ARRAY, CLIPMAP_LEVEL_LIMIT, CLIPMAP_LEVEL_STRUCT } from "../../../shader/chunk/clipmap/CLIPMAP_LEVEL_STRUCT.js";
4
+ import { chunk_aabb3_distance_to_ray_v2 } from "../../../shader/chunk/geometry/aabb3/chunk_aabb3_distance_to_ray_v2.js";
5
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
6
+ import { ShaderResourceDescriptor } from "../../../shader/resource/ShaderResourceDescriptor.js";
7
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
8
+ import { chunk_tile_atlas_slot_origin } from "../../../texture/atlas/chunk_tile_atlas_slot_origin.js";
9
+ import {
10
+ BRICK_OBJECT_CELLS,
11
+ BRICK_OBJECT_CELLS_PER_AXIS,
12
+ BRICK_OCCUPANCY_BLOCK,
13
+ BRICK_TRACE_HIT,
14
+ BRICK_TRACE_MISS,
15
+ BRICK_TRACE_UNRESOLVED
16
+ } from "./BRICK_CLIPMAP.js";
17
+ import { chunk_brick_clipmap } from "./chunk_brick_clipmap.js";
18
+
19
+ /**
20
+ * Steps a ray takes at most (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.9, chosen). A step past empty
21
+ * space is a block or a cell, and one near a surface is at least half a voxel.
22
+ * @type {number}
23
+ */
24
+ export const BRICK_TRACE_STEPS = 64;
25
+
26
+ /**
27
+ * How far past a block's or a cell's exit a step lands, in voxels of its cascade: enough that the
28
+ * next cell is the one past the face, and far less than the half voxel a hit allows.
29
+ * @type {number}
30
+ */
31
+ export const BRICK_TRACE_NUDGE = 1 / 64;
32
+
33
+ /**
34
+ * The brick map as the tracer reads it: an entry a cell, the cascades stacked along z.
35
+ * @type {ShaderResourceDescriptor}
36
+ */
37
+ export const BRICK_MAP_TEXTURE_RESOURCE = ShaderResourceDescriptor.texture("brick_map", "uint", "3d");
38
+
39
+ /**
40
+ * The occupancy as the tracer reads it: a count a block of 4³ storage cells, the cascades stacked.
41
+ * @type {ShaderResourceDescriptor}
42
+ */
43
+ export const BRICK_OCCUPANCY_TEXTURE_RESOURCE = ShaderResourceDescriptor.texture("brick_occupancy", "uint", "3d");
44
+
45
+ /**
46
+ * The world's bricks: an `r8unorm` 3-D atlas of 8³ tiles, on the lattice the mesh bricks use (§7.2).
47
+ * @type {ShaderResourceDescriptor}
48
+ */
49
+ export const BRICK_ATLAS_TEXTURE_RESOURCE = ShaderResourceDescriptor.texture("brick_atlas", "float", "3d");
50
+
51
+ /**
52
+ * The mesh bricks' sampler: linear, clamped. A tap inside a brick never reaches past it.
53
+ * @type {ShaderResourceDescriptor}
54
+ */
55
+ export const BRICK_SAMPLER_RESOURCE = ShaderResourceDescriptor.sampler("brick_sampler", "filtering", MESH_SDF_SAMPLER);
56
+
57
+ /**
58
+ * Every cascade's window, finest first.
59
+ * @type {ShaderResourceDescriptor}
60
+ */
61
+ export const BRICK_LEVELS_RESOURCE = ShaderResourceDescriptor.uniform("brick_levels", CLIPMAP_LEVEL_ARRAY);
62
+
63
+ /**
64
+ * The object cells: {@link BRICK_OBJECT_CELLS} `meshes` rows a slot, 0 for none.
65
+ * @type {ShaderResourceDescriptor}
66
+ */
67
+ export const BRICK_OBJECTS_RESOURCE = ShaderResourceDescriptor.storageBuffer("brick_objects", WebGPUArray.u32);
68
+
69
+ /**
70
+ * A brick's distance at a point of its cell, and the field's gradient there.
71
+ *
72
+ * ```wgsl
73
+ * fn brick_clipmap_sample(slot: u32, local: vec3<f32>, voxel: f32) -> f32 // local in voxels from the cell's corner
74
+ * fn brick_clipmap_normal(slot: u32, local: vec3<f32>) -> vec3<f32> // out of the solid, unit length
75
+ * ```
76
+ *
77
+ * One hardware trilinear tap of the atlas at texel `slot_origin + 0.5 + local`, `local` clamped to the
78
+ * brick's [0, 7]: it never reads a neighbouring slot (§7.2). The gradient is a tetrahedral one, four
79
+ * taps half a voxel off, each clamped the same way.
80
+ *
81
+ * @type {CodeChunk}
82
+ */
83
+ export const chunk_brick_clipmap_sample = CodeChunk.from(
84
+ //language=WGSL
85
+ `
86
+ fn brick_clipmap_tap(slot: u32, local: vec3<f32>) -> f32 {
87
+ let atlas_size = textureDimensions(brick_atlas, 0);
88
+ let corner = tile_atlas_slot_origin(slot, atlas_size.xy / ${MESH_SDF_BRICK_TEXELS}u, vec3<u32>(${MESH_SDF_BRICK_TEXELS}u));
89
+ let uvw = (vec3<f32>(corner) + 0.5 + clamp(local, vec3<f32>(0.0), vec3<f32>(${MESH_SDF_BRICK_VOXELS}.0))) / vec3<f32>(atlas_size);
90
+
91
+ return textureSampleLevel(brick_atlas, brick_sampler, uvw, 0.0).r;
92
+ }
93
+
94
+ fn brick_clipmap_sample(slot: u32, local: vec3<f32>, voxel: f32) -> f32 {
95
+ return 2.0 * BRICK_CLIPMAP_BAND_VOXELS * voxel * (brick_clipmap_tap(slot, local) - 0.5);
96
+ }
97
+
98
+ fn brick_clipmap_normal(slot: u32, local: vec3<f32>) -> vec3<f32> {
99
+ let a = vec3<f32>(1.0, -1.0, -1.0);
100
+ let b = vec3<f32>(-1.0, -1.0, 1.0);
101
+ let c = vec3<f32>(-1.0, 1.0, -1.0);
102
+ let d = vec3<f32>(1.0, 1.0, 1.0);
103
+
104
+ let gradient = a * brick_clipmap_tap(slot, local + 0.5 * a)
105
+ + b * brick_clipmap_tap(slot, local + 0.5 * b)
106
+ + c * brick_clipmap_tap(slot, local + 0.5 * c)
107
+ + d * brick_clipmap_tap(slot, local + 0.5 * d);
108
+
109
+ let length_sqr = dot(gradient, gradient);
110
+
111
+ // a flat field, as clamped taps in a brick's corner can give: no direction to report
112
+ return select(vec3<f32>(0.0), gradient * inverseSqrt(length_sqr), length_sqr > 0.0);
113
+ }
114
+ `, [
115
+ chunk_brick_clipmap,
116
+ chunk_tile_atlas_slot_origin,
117
+ ]);
118
+
119
+ chunk_brick_clipmap_sample.requireResource(BRICK_ATLAS_TEXTURE_RESOURCE);
120
+ chunk_brick_clipmap_sample.requireResource(BRICK_SAMPLER_RESOURCE);
121
+
122
+ /**
123
+ * Where a point is in the cascades: whether a cascade's window holds it, inset by a margin, and the
124
+ * finest cascade that does.
125
+ *
126
+ * ```wgsl
127
+ * fn brick_clipmap_window_holds(level: ClipmapLevel, position: vec3<f32>, inset: f32) -> bool
128
+ * fn brick_clipmap_start(position: vec3<f32>, cascade_count: u32) -> u32 // cascade_count when none does
129
+ * ```
130
+ *
131
+ * The tracer starts in the finest window holding the point by half a voxel of its cascade (§7.9).
132
+ *
133
+ * @type {CodeChunk}
134
+ */
135
+ export const chunk_brick_clipmap_window = CodeChunk.from(
136
+ //language=WGSL
137
+ `
138
+ fn brick_clipmap_window_holds(level: ${CLIPMAP_LEVEL_STRUCT.wgsl_ref}, position: vec3<f32>, inset: f32) -> bool {
139
+ let low = vec3<f32>(level.corner) * level.cell_size + inset;
140
+ let high = vec3<f32>(level.corner + level.size) * level.cell_size - inset;
141
+
142
+ return all(position >= low) && all(position <= high);
143
+ }
144
+
145
+ fn brick_clipmap_start(position: vec3<f32>, cascade_count: u32) -> u32 {
146
+ for (var c = 0u; c < min(cascade_count, ${CLIPMAP_LEVEL_LIMIT}u); c++) {
147
+ let level = brick_levels[c];
148
+
149
+ if (brick_clipmap_window_holds(level, position, 0.5 * level.cell_size / ${MESH_SDF_BRICK_VOXELS}.0)) {
150
+ return c;
151
+ }
152
+ }
153
+
154
+ return cascade_count;
155
+ }
156
+ `, [
157
+ CLIPMAP_LEVEL_STRUCT.declaration_chunk,
158
+ ]);
159
+
160
+ chunk_brick_clipmap_window.requireResource(BRICK_LEVELS_RESOURCE);
161
+
162
+ /**
163
+ * A step of a march through the brick clipmap (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.9): what the
164
+ * tracer and the soft shadow both walk.
165
+ *
166
+ * ```wgsl
167
+ * fn brick_clipmap_march(origin: vec3<f32>, direction: vec3<f32>, cascade_count: u32, march: ptr<function, BrickClipmapMarch>) -> u32
168
+ * ```
169
+ *
170
+ * `direction` is unit length, so `t` is a distance. A march starts at its `t` in the finest cascade
171
+ * whose window holds that point by half a voxel (`brick_clipmap_start`). A step reads one occupancy
172
+ * and one entry, and where it stands:
173
+ * - a point past the window, inset by half a voxel, carries the march to the next cascade, and past
174
+ * the last it has left;
175
+ * - a block of no cells to read is passed whole, clamped to the window;
176
+ * - UNKNOWN goes on in the next cascade from the same `t`: space not built yet is read from the
177
+ * parent, not passed through;
178
+ * - EMPTY is passed to the cell's exit;
179
+ * - a brick, or EMPTY inside, is a cell to read, which the march leaves to its caller: its entry, its
180
+ * corner, its voxel and the point.
181
+ *
182
+ * @type {CodeChunk}
183
+ */
184
+ export const chunk_brick_clipmap_march = CodeChunk.from(
185
+ //language=WGSL
186
+ `
187
+ /** the step passed empty space, or went on in the next cascade */
188
+ const BRICK_MARCH_MOVED = 0u;
189
+ /** the step left the last window */
190
+ const BRICK_MARCH_LEFT = 1u;
191
+ /** the step stands in a cell to read: a brick, or EMPTY inside */
192
+ const BRICK_MARCH_CELL = 2u;
193
+
194
+ struct BrickClipmapMarch {
195
+ t: f32,
196
+ cascade: u32,
197
+ /** of the cell to read: a slot, or BRICK_CLIPMAP_EMPTY_INSIDE */
198
+ entry: u32,
199
+ /** the cell's least corner */
200
+ cell_min: vec3<f32>,
201
+ /** the voxel of the cell's cascade */
202
+ voxel: f32,
203
+ /** where the march stands */
204
+ position: vec3<f32>,
205
+ }
206
+
207
+ fn brick_clipmap_march(origin: vec3<f32>, direction: vec3<f32>, cascade_count: u32, march: ptr<function, BrickClipmapMarch>) -> u32 {
208
+ let level = brick_levels[(*march).cascade];
209
+ let voxel = level.cell_size / ${MESH_SDF_BRICK_VOXELS}.0;
210
+ let position = origin + (*march).t * direction;
211
+
212
+ if (!brick_clipmap_window_holds(level, position, 0.5 * voxel)) {
213
+ (*march).cascade++;
214
+
215
+ return select(BRICK_MARCH_MOVED, BRICK_MARCH_LEFT, (*march).cascade >= cascade_count);
216
+ }
217
+
218
+ let resolution = u32(level.size.x);
219
+ let cell = vec3<i32>(floor(position / level.cell_size));
220
+ let storage = vec3<u32>(cell) & vec3<u32>(resolution - 1u);
221
+ let block = storage / ${BRICK_OCCUPANCY_BLOCK}u;
222
+ let blocks = resolution / ${BRICK_OCCUPANCY_BLOCK}u;
223
+
224
+ if (textureLoad(brick_occupancy, vec3<u32>(block.xy, block.z + (*march).cascade * blocks), 0).x == 0u) {
225
+ // nothing in the block to read: past it, where it lies in the window
226
+ let first = cell - vec3<i32>(storage - block * ${BRICK_OCCUPANCY_BLOCK}u);
227
+ let low = max(first, level.corner);
228
+ let high = min(first + vec3<i32>(${BRICK_OCCUPANCY_BLOCK}), level.corner + level.size);
229
+
230
+ (*march).t = aabb3_distance_to_ray(vec3<f32>(low) * level.cell_size, vec3<f32>(high) * level.cell_size, origin, direction).y + ${BRICK_TRACE_NUDGE} * voxel;
231
+
232
+ return BRICK_MARCH_MOVED;
233
+ }
234
+
235
+ let entry = textureLoad(brick_map, brick_clipmap_map_texel((*march).cascade, storage, resolution), 0).x;
236
+
237
+ if (entry == BRICK_CLIPMAP_UNKNOWN) {
238
+ (*march).cascade++;
239
+
240
+ return select(BRICK_MARCH_MOVED, BRICK_MARCH_LEFT, (*march).cascade >= cascade_count);
241
+ }
242
+
243
+ let cell_min = vec3<f32>(cell) * level.cell_size;
244
+
245
+ if (entry == BRICK_CLIPMAP_EMPTY) {
246
+ (*march).t = aabb3_distance_to_ray(cell_min, cell_min + level.cell_size, origin, direction).y + ${BRICK_TRACE_NUDGE} * voxel;
247
+
248
+ return BRICK_MARCH_MOVED;
249
+ }
250
+
251
+ (*march).entry = entry;
252
+ (*march).cell_min = cell_min;
253
+ (*march).voxel = voxel;
254
+ (*march).position = position;
255
+
256
+ return BRICK_MARCH_CELL;
257
+ }
258
+ `, [
259
+ chunk_brick_clipmap,
260
+ chunk_brick_clipmap_window,
261
+ chunk_aabb3_distance_to_ray_v2,
262
+ ]);
263
+
264
+ chunk_brick_clipmap_march.requireResource(BRICK_MAP_TEXTURE_RESOURCE);
265
+ chunk_brick_clipmap_march.requireResource(BRICK_OCCUPANCY_TEXTURE_RESOURCE);
266
+
267
+ /**
268
+ * The first surface along a ray through the brick clipmap (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.9).
269
+ *
270
+ * ```wgsl
271
+ * fn brick_clipmap_trace(origin: vec3<f32>, direction: vec3<f32>, t_min: f32, t_max: f32, cascade_count: u32) -> BrickClipmapHit
272
+ * ```
273
+ *
274
+ * The march (`brick_clipmap_march`) from `t_min`, at most {@link BRICK_TRACE_STEPS} steps, each
275
+ * reading in a brick one atlas tap:
276
+ * - EMPTY inside is a hit where the march stands: the ray is inside a solid, and its hit is a back
277
+ * face (§7.2, §8.4), its normal along the ray;
278
+ * - in a brick, a distance under half a voxel is a hit, and any other is a step of at least half a
279
+ * voxel.
280
+ *
281
+ * A march that spends its steps is unresolved, and its caller discards it (§8.8). One past `t_max`,
282
+ * or out of every window, is a miss.
283
+ *
284
+ * @type {CodeChunk}
285
+ */
286
+ export const chunk_brick_clipmap_trace = CodeChunk.from(
287
+ //language=WGSL
288
+ `
289
+ const BRICK_TRACE_MISS = ${BRICK_TRACE_MISS}u;
290
+ const BRICK_TRACE_HIT = ${BRICK_TRACE_HIT}u;
291
+ const BRICK_TRACE_UNRESOLVED = ${BRICK_TRACE_UNRESOLVED}u;
292
+
293
+ struct BrickClipmapHit {
294
+ /** BRICK_TRACE_MISS, BRICK_TRACE_HIT or BRICK_TRACE_UNRESOLVED */
295
+ kind: u32,
296
+ /** the ray's distance at the hit, or where the march stopped */
297
+ t: f32,
298
+ cascade: u32,
299
+ /** the slot the hit is in, or BRICK_CLIPMAP_EMPTY_INSIDE for a ray inside a solid */
300
+ slot: u32,
301
+ position: vec3<f32>,
302
+ /** out of the solid; along the ray inside one, as a back face's gradient is (§8.4) */
303
+ normal: vec3<f32>,
304
+ /** the field where the hit stands, under half a voxel; -R inside a solid */
305
+ distance: f32,
306
+ /** the hit cell's least corner */
307
+ cell_min: vec3<f32>,
308
+ }
309
+
310
+ fn brick_clipmap_trace(origin: vec3<f32>, direction: vec3<f32>, t_min: f32, t_max: f32, cascade_count: u32) -> BrickClipmapHit {
311
+ var hit: BrickClipmapHit;
312
+
313
+ hit.kind = BRICK_TRACE_MISS;
314
+ hit.t = t_max;
315
+ hit.slot = BRICK_CLIPMAP_EMPTY;
316
+
317
+ var march: BrickClipmapMarch;
318
+
319
+ march.t = t_min;
320
+ march.cascade = brick_clipmap_start(origin + t_min * direction, cascade_count);
321
+
322
+ if (march.cascade >= cascade_count) {
323
+ return hit;
324
+ }
325
+
326
+ for (var step = 0u; step < ${BRICK_TRACE_STEPS}u; step++) {
327
+ if (march.t > t_max) {
328
+ return hit;
329
+ }
330
+
331
+ let stood = brick_clipmap_march(origin, direction, cascade_count, &march);
332
+
333
+ if (stood == BRICK_MARCH_LEFT) {
334
+ return hit;
335
+ }
336
+
337
+ if (stood == BRICK_MARCH_MOVED) {
338
+ continue;
339
+ }
340
+
341
+ if (march.entry == BRICK_CLIPMAP_EMPTY_INSIDE) {
342
+ hit.kind = BRICK_TRACE_HIT;
343
+ hit.t = march.t;
344
+ hit.cascade = march.cascade;
345
+ hit.slot = march.entry;
346
+ hit.position = march.position;
347
+ hit.normal = direction;
348
+ hit.distance = -BRICK_CLIPMAP_BAND_VOXELS * march.voxel;
349
+ hit.cell_min = march.cell_min;
350
+
351
+ return hit;
352
+ }
353
+
354
+ let local = (march.position - march.cell_min) / march.voxel;
355
+ let distance = brick_clipmap_sample(march.entry, local, march.voxel);
356
+
357
+ if (distance < 0.5 * march.voxel) {
358
+ hit.kind = BRICK_TRACE_HIT;
359
+ hit.t = march.t;
360
+ hit.cascade = march.cascade;
361
+ hit.slot = march.entry;
362
+ hit.position = march.position;
363
+ hit.normal = brick_clipmap_normal(march.entry, local);
364
+ hit.distance = distance;
365
+ hit.cell_min = march.cell_min;
366
+
367
+ return hit;
368
+ }
369
+
370
+ // past the hit's threshold, so at least half a voxel: UE's minimum step
371
+ march.t += distance;
372
+ }
373
+
374
+ hit.kind = BRICK_TRACE_UNRESOLVED;
375
+ hit.t = march.t;
376
+
377
+ return hit;
378
+ }
379
+ `, [
380
+ chunk_brick_clipmap,
381
+ chunk_brick_clipmap_sample,
382
+ chunk_brick_clipmap_window,
383
+ chunk_brick_clipmap_march,
384
+ ]);
385
+
386
+ /**
387
+ * How much of a light's disk a point sees along a ray through the brick clipmap (§7.9), from 0 to 1.
388
+ *
389
+ * ```wgsl
390
+ * fn brick_clipmap_soft_shadow(origin: vec3<f32>, direction: vec3<f32>, t_min: f32, t_max: f32, sin_angle: f32, cascade_count: u32) -> f32
391
+ * ```
392
+ *
393
+ * `direction` is toward the light, unit length, and `sin_angle` the sine of the light's angular
394
+ * radius (its `disk_radius`). The march is the tracer's (`brick_clipmap_march`), from `t_min`, at
395
+ * most {@link BRICK_TRACE_STEPS} steps.
396
+ *
397
+ * The estimate is Quílez's two-sided penumbra. The light's edge is a cone about the ray, of radius
398
+ * `t·sin θ`; in each brick the march reads the clearance, the field less the tracer's half-voxel
399
+ * expand, so that a wall thinner than a voxel shadows as it is hit. The least of the clearance over the
400
+ * cone's radius goes below zero inside the occluder:
401
+ * - the march goes on into the occluder, half a voxel a step, until the least reaches -1, which is
402
+ * the light hidden whole;
403
+ * - clamped to [-1, 1], it maps through `¼(1 + x)²(2 - x)` to the visible part, which is half at the
404
+ * shadow's geometric edge, as the analytic disk is. The classic, one-sided estimate reads 0 there.
405
+ *
406
+ * EMPTY inside hides the light whole. An EMPTY cell, or a block passed whole, is clear by at least a
407
+ * voxel, wider than a sun's cone within its cascade's range, and the march reads nothing in it. A march
408
+ * out of every window, or past `t_max`, sees what it has not found hidden; so does one that spends
409
+ * its steps.
410
+ *
411
+ * @type {CodeChunk}
412
+ */
413
+ export const chunk_brick_clipmap_soft_shadow = CodeChunk.from(
414
+ //language=WGSL
415
+ `
416
+ fn brick_clipmap_soft_shadow(origin: vec3<f32>, direction: vec3<f32>, t_min: f32, t_max: f32, sin_angle: f32, cascade_count: u32) -> f32 {
417
+ var march: BrickClipmapMarch;
418
+
419
+ march.t = t_min;
420
+ march.cascade = brick_clipmap_start(origin + t_min * direction, cascade_count);
421
+
422
+ // the least clearance over the cone's radius, the light's edge
423
+ var least = 1.0;
424
+
425
+ for (var step = 0u; step < ${BRICK_TRACE_STEPS}u && march.cascade < cascade_count && march.t <= t_max; step++) {
426
+ let stood = brick_clipmap_march(origin, direction, cascade_count, &march);
427
+
428
+ if (stood != BRICK_MARCH_CELL) {
429
+ continue;
430
+ }
431
+
432
+ if (march.entry == BRICK_CLIPMAP_EMPTY_INSIDE) {
433
+ return 0.0;
434
+ }
435
+
436
+ let distance = brick_clipmap_sample(march.entry, (march.position - march.cell_min) / march.voxel, march.voxel);
437
+
438
+ least = min(least, (distance - 0.5 * march.voxel) / (march.t * sin_angle));
439
+
440
+ if (least <= -1.0) {
441
+ return 0.0;
442
+ }
443
+
444
+ // inside the occluder the field gives no step: half a voxel, the tracer's least
445
+ march.t += max(distance, 0.5 * march.voxel);
446
+ }
447
+
448
+ let x = clamp(least, -1.0, 1.0);
449
+
450
+ return 0.25 * (1.0 + x) * (1.0 + x) * (2.0 - x);
451
+ }
452
+ `, [
453
+ chunk_brick_clipmap,
454
+ chunk_brick_clipmap_sample,
455
+ chunk_brick_clipmap_window,
456
+ chunk_brick_clipmap_march,
457
+ ]);
458
+
459
+ /**
460
+ * The finest cascade's signed distance at a point (§7.9), for probe relocation.
461
+ *
462
+ * ```wgsl
463
+ * fn brick_clipmap_distance(position: vec3<f32>, cascade_count: u32) -> f32
464
+ * ```
465
+ *
466
+ * The finest window holding the point answers, unless its cell is UNKNOWN, which defers to the
467
+ * parent. EMPTY reads R of its cascade, EMPTY inside -R: the surface is at least that far. A point no
468
+ * window holds, or that only UNKNOWN cells cover, reads R of the coarsest cascade.
469
+ *
470
+ * @type {CodeChunk}
471
+ */
472
+ export const chunk_brick_clipmap_distance = CodeChunk.from(
473
+ //language=WGSL
474
+ `
475
+ fn brick_clipmap_distance(position: vec3<f32>, cascade_count: u32) -> f32 {
476
+ let count = min(cascade_count, ${CLIPMAP_LEVEL_LIMIT}u);
477
+
478
+ for (var c = 0u; c < count; c++) {
479
+ let level = brick_levels[c];
480
+
481
+ if (!brick_clipmap_window_holds(level, position, 0.0)) {
482
+ continue;
483
+ }
484
+
485
+ let voxel = level.cell_size / ${MESH_SDF_BRICK_VOXELS}.0;
486
+ let resolution = u32(level.size.x);
487
+ let cell = vec3<i32>(floor(position / level.cell_size));
488
+ let storage = vec3<u32>(cell) & vec3<u32>(resolution - 1u);
489
+ let entry = textureLoad(brick_map, brick_clipmap_map_texel(c, storage, resolution), 0).x;
490
+
491
+ if (entry == BRICK_CLIPMAP_UNKNOWN) {
492
+ continue;
493
+ }
494
+
495
+ if (!brick_clipmap_entry_holds_slot(entry)) {
496
+ return select(1.0, -1.0, entry == BRICK_CLIPMAP_EMPTY_INSIDE) * BRICK_CLIPMAP_BAND_VOXELS * voxel;
497
+ }
498
+
499
+ return brick_clipmap_sample(entry, (position - vec3<f32>(cell) * level.cell_size) / voxel, voxel);
500
+ }
501
+
502
+ return BRICK_CLIPMAP_BAND_VOXELS * brick_levels[max(count, 1u) - 1u].cell_size / ${MESH_SDF_BRICK_VOXELS}.0;
503
+ }
504
+ `, [
505
+ chunk_brick_clipmap,
506
+ chunk_brick_clipmap_sample,
507
+ chunk_brick_clipmap_window,
508
+ ]);
509
+
510
+ chunk_brick_clipmap_distance.requireResource(BRICK_MAP_TEXTURE_RESOURCE);
511
+
512
+ /**
513
+ * The direction the brick clipmap's field rises fastest at a point, unit length, or zero where it has
514
+ * no slope: for probe relocation (§8.4).
515
+ *
516
+ * ```wgsl
517
+ * fn brick_clipmap_gradient(position: vec3<f32>, cascade_count: u32) -> vec3<f32>
518
+ * ```
519
+ *
520
+ * Four taps of {@link chunk_brick_clipmap_distance} at the corners of a tetrahedron a voxel of the finest
521
+ * window holding the point across, as `brick_clipmap_normal` takes them inside a brick; here across
522
+ * bricks and cascades. On a field of slope one the taps sum to four voxels; under a tenth of that it
523
+ * reads as flat, inside a solid past the band or in the space beyond it.
524
+ *
525
+ * @type {CodeChunk}
526
+ */
527
+ export const chunk_brick_clipmap_gradient = CodeChunk.from(
528
+ //language=WGSL
529
+ `
530
+ fn brick_clipmap_gradient(position: vec3<f32>, cascade_count: u32) -> vec3<f32> {
531
+ let cascade = min(brick_clipmap_start(position, cascade_count), max(cascade_count, 1u) - 1u);
532
+ let h = brick_levels[cascade].cell_size / ${MESH_SDF_BRICK_VOXELS}.0;
533
+
534
+ let k0 = vec3<f32>(1.0, -1.0, -1.0);
535
+ let k1 = vec3<f32>(-1.0, -1.0, 1.0);
536
+ let k2 = vec3<f32>(-1.0, 1.0, -1.0);
537
+ let k3 = vec3<f32>(1.0, 1.0, 1.0);
538
+
539
+ let sum = k0 * brick_clipmap_distance(position + h * k0, cascade_count)
540
+ + k1 * brick_clipmap_distance(position + h * k1, cascade_count)
541
+ + k2 * brick_clipmap_distance(position + h * k2, cascade_count)
542
+ + k3 * brick_clipmap_distance(position + h * k3, cascade_count);
543
+
544
+ let size = length(sum);
545
+
546
+ return select(vec3<f32>(0.0), sum / size, size > 0.4 * h);
547
+ }
548
+ `, [
549
+ chunk_brick_clipmap_window,
550
+ chunk_brick_clipmap_distance,
551
+ ]);
552
+
553
+ /**
554
+ * The `meshes` row whose surface a hit is on (§7.9), 0 for none.
555
+ *
556
+ * ```wgsl
557
+ * fn brick_clipmap_object(hit: BrickClipmapHit) -> u32
558
+ * ```
559
+ *
560
+ * The object cell of the texel nearest the hit moved half a voxel along the normal, onto the ray's
561
+ * side: of a wall thinner than a voxel, whose two faces are in neighbouring object cells, it picks
562
+ * the face the ray hit, as UE's object lookup does. A front face's normal is against the ray, and a
563
+ * back face is counted, never shaded (§8.4), so the move is along the normal. A hit inside a solid
564
+ * has no face: none.
565
+ *
566
+ * @type {CodeChunk}
567
+ */
568
+ export const chunk_brick_clipmap_object = CodeChunk.from(
569
+ //language=WGSL
570
+ `
571
+ fn brick_clipmap_object(hit: BrickClipmapHit) -> u32 {
572
+ if (hit.kind != BRICK_TRACE_HIT || !brick_clipmap_entry_holds_slot(hit.slot)) {
573
+ return 0u;
574
+ }
575
+
576
+ let voxel = brick_levels[hit.cascade].cell_size / ${MESH_SDF_BRICK_VOXELS}.0;
577
+
578
+ let local = (hit.position + 0.5 * voxel * hit.normal - hit.cell_min) / voxel;
579
+ let texel = vec3<u32>(clamp(round(local), vec3<f32>(0.0), vec3<f32>(${MESH_SDF_BRICK_VOXELS}.0)));
580
+ let cell = min(texel / 2u, vec3<u32>(${BRICK_OBJECT_CELLS_PER_AXIS - 1}u));
581
+
582
+ return brick_objects[hit.slot * ${BRICK_OBJECT_CELLS}u + cell.x + ${BRICK_OBJECT_CELLS_PER_AXIS}u * (cell.y + ${BRICK_OBJECT_CELLS_PER_AXIS}u * cell.z)];
583
+ }
584
+ `, [
585
+ chunk_brick_clipmap,
586
+ chunk_brick_clipmap_trace,
587
+ ]);
588
+
589
+ chunk_brick_clipmap_object.requireResource(BRICK_OBJECTS_RESOURCE);
590
+ chunk_brick_clipmap_object.requireResource(BRICK_LEVELS_RESOURCE);
@@ -0,0 +1,30 @@
1
+ /**
2
+ * Instances a cell's mesh provider samples at most (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.7): the
3
+ * rest are dropped and counted, and a dropped instance can leave a hole. Coarse cascades are where
4
+ * it binds.
5
+ * @type {number}
6
+ */
7
+ export const MESH_BRICK_INSTANCE_LIMIT: number;
8
+ /**
9
+ * The `meshes` rows an object cell can name: one more than the largest row that fits in the 24 bits
10
+ * the object decision packs a row into beside its distance byte. A row past it writes no object, as
11
+ * a provider that cannot name a row does (§7.6, contract 5).
12
+ * @type {number}
13
+ */
14
+ export const MESH_BRICK_ROW_LIMIT: number;
15
+ /**
16
+ * An instance as the mesh provider samples it, made once a cell (§7.7):
17
+ * - `to_local_0..2`: the rows of the inverse of the instance's `node.global`, from the world into the
18
+ * geometry's space;
19
+ * - `box_min`, `box_max`: the row's world box, for the box test;
20
+ * - `sigma`: the smallest axis scale of `node.global`, exact for uniform scale and an under-estimate
21
+ * otherwise, so `sigma` times a local distance never exceeds the world one (contract 4);
22
+ * - `level`: the coarsest level of the geometry's field no coarser than the cascade;
23
+ * - `geometry`: the header to sample, an alias followed;
24
+ * - `row`: the `meshes` row, the cell's object.
25
+ *
26
+ * @type {WebGPUStruct}
27
+ */
28
+ export const MESH_BRICK_INSTANCE_STRUCT: WebGPUStruct;
29
+ import { WebGPUStruct } from "../../../../shader/type/WebGPUStruct.js";
30
+ //# sourceMappingURL=MESH_BRICK_INSTANCE_STRUCT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"MESH_BRICK_INSTANCE_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK_INSTANCE_STRUCT.js"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,wCAFU,MAAM,CAE4B;AAE5C;;;;;GAKG;AACH,mCAFU,MAAM,CAE4B;AAE5C;;;;;;;;;;;;GAYG;AACH,yCAFU,YAAY,CAYE;6BAzCK,yCAAyC"}
@@ -0,0 +1,43 @@
1
+ import { f32, u32, vec3f, vec4f } from "../../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUStruct } from "../../../../shader/type/WebGPUStruct.js";
3
+
4
+ /**
5
+ * Instances a cell's mesh provider samples at most (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.7): the
6
+ * rest are dropped and counted, and a dropped instance can leave a hole. Coarse cascades are where
7
+ * it binds.
8
+ * @type {number}
9
+ */
10
+ export const MESH_BRICK_INSTANCE_LIMIT = 64;
11
+
12
+ /**
13
+ * The `meshes` rows an object cell can name: one more than the largest row that fits in the 24 bits
14
+ * the object decision packs a row into beside its distance byte. A row past it writes no object, as
15
+ * a provider that cannot name a row does (§7.6, contract 5).
16
+ * @type {number}
17
+ */
18
+ export const MESH_BRICK_ROW_LIMIT = 1 << 24;
19
+
20
+ /**
21
+ * An instance as the mesh provider samples it, made once a cell (§7.7):
22
+ * - `to_local_0..2`: the rows of the inverse of the instance's `node.global`, from the world into the
23
+ * geometry's space;
24
+ * - `box_min`, `box_max`: the row's world box, for the box test;
25
+ * - `sigma`: the smallest axis scale of `node.global`, exact for uniform scale and an under-estimate
26
+ * otherwise, so `sigma` times a local distance never exceeds the world one (contract 4);
27
+ * - `level`: the coarsest level of the geometry's field no coarser than the cascade;
28
+ * - `geometry`: the header to sample, an alias followed;
29
+ * - `row`: the `meshes` row, the cell's object.
30
+ *
31
+ * @type {WebGPUStruct}
32
+ */
33
+ export const MESH_BRICK_INSTANCE_STRUCT = WebGPUStruct.from({
34
+ to_local_0: vec4f,
35
+ to_local_1: vec4f,
36
+ to_local_2: vec4f,
37
+ box_min: vec3f,
38
+ sigma: f32,
39
+ box_max: vec3f,
40
+ level: u32,
41
+ geometry: u32,
42
+ row: u32,
43
+ }, "MeshBrickInstance");