@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 +1,146 @@
1
+ import { MESH_SDF_BAND_VOXELS, MESH_SDF_BRICK_VOXELS } from "../../../geometry/sdf/MESH_SDF.js";
2
+ import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
3
+ import { SCENE_MOVER_POSE_ONLY, SCENE_MOVERS_READ_STRUCT } from "../../../scene/movers/SCENE_MOVER_LAYOUT.js";
4
+ import { CLIPMAP_LEVEL_ARRAY } from "../../../shader/chunk/clipmap/CLIPMAP_LEVEL_STRUCT.js";
5
+ import { chunk_mod_v3i } from "../../../shader/chunk/geometry/vec3/chunk_mod_v3i.js";
6
+ import { chunk_folded_workgroup_index } from "../../../shader/chunk/grid/chunk_folded_workgroup_index.js";
7
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
8
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
9
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
10
+ import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
11
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
12
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
13
+ import { BRICK_OCCUPANCY_BLOCK } from "./BRICK_CLIPMAP.js";
14
+ import { BRICK_MOVERS_BOX_COUNT, BRICK_MOVERS_SCENE_COUNT, BRICK_MOVERS_WORKGROUP_SIZE } from "./BRICK_MOVERS.js";
15
+ import {
16
+ BRICK_PENDING_RESOURCE,
17
+ BRICK_RING_RESOURCE,
18
+ BRICK_STATE_RESOURCE,
19
+ chunk_brick_clipmap,
20
+ chunk_brick_clipmap_enqueue
21
+ } from "./chunk_brick_clipmap.js";
22
+
23
+ /**
24
+ * @type {WebGPUStruct}
25
+ */
26
+ export const BRICK_MOVERS_SETTINGS = WebGPUStruct.from({
27
+ /** occupancy blocks over every cascade */
28
+ block_count: u32,
29
+ /** cells a cascade's window has a side */
30
+ resolution: u32,
31
+ /** keys `brick_ring` holds, a power of two */
32
+ ring_capacity: u32,
33
+ }, "BrickMoversSettings");
34
+
35
+ const resources = new ShaderResourceSetDescriptor();
36
+
37
+ resources.setImmediate("settings", BRICK_MOVERS_SETTINGS);
38
+
39
+ resources.createGroup()
40
+ .addStorageBuffer("scene_movers", SCENE_MOVERS_READ_STRUCT)
41
+ .addStorageBuffer("scene_database", WebGPUArray.from(u32))
42
+ .addStorageBuffer("brick_invalidated", WebGPUArray.u32)
43
+ .addStorageBuffer("brick_movers", WebGPUArray.u32)
44
+ .addUniform("brick_levels", CLIPMAP_LEVEL_ARRAY)
45
+ .add(BRICK_STATE_RESOURCE)
46
+ .add(BRICK_RING_RESOURCE)
47
+ .add(BRICK_PENDING_RESOURCE);
48
+
49
+ /**
50
+ * Movers (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.4): a thread an (occupancy block, box) pair of every
51
+ * cascade, dispatched by the movers' command. The pair count follows the boxes, never a box's
52
+ * footprint.
53
+ *
54
+ * A box is a scene mover's, from the list every reader shares, or the world box of a row the host
55
+ * invalidated, read from the `meshes` table now. A mover only animation moved is skipped: a skinned
56
+ * row stands in its bind pose here (the hook, §6.3). A box under half a voxel of a cascade across is
57
+ * out of that cascade, as the mesh provider's cull has it. Otherwise it grows by the cascade's band,
58
+ * and every cell of the block it overlaps is queued.
59
+ *
60
+ * @type {ComputeShader}
61
+ */
62
+ export const shader_brick_clipmap_movers = ComputeShader.from({
63
+ label: "Brick Clipmap Movers",
64
+ resources,
65
+ body: CodeChunk.from(
66
+ //language=WGSL
67
+ `
68
+ const BLOCK = ${BRICK_OCCUPANCY_BLOCK}u;
69
+
70
+ @compute @workgroup_size(${BRICK_MOVERS_WORKGROUP_SIZE})
71
+ fn main(
72
+ @builtin(workgroup_id) workgroup_id: vec3<u32>,
73
+ @builtin(local_invocation_index) lane: u32,
74
+ ) {
75
+ let pair = folded_workgroup_index(workgroup_id) * ${BRICK_MOVERS_WORKGROUP_SIZE}u + lane;
76
+ let box_index = pair / settings.block_count;
77
+
78
+ if (box_index >= brick_movers[${BRICK_MOVERS_BOX_COUNT}u]) {
79
+ return;
80
+ }
81
+
82
+ var box_min: vec3<f32>;
83
+ var box_max: vec3<f32>;
84
+
85
+ let movers = brick_movers[${BRICK_MOVERS_SCENE_COUNT}u];
86
+
87
+ if (box_index < movers) {
88
+ let low = scene_movers.boxes[2u * box_index];
89
+
90
+ if (low.w >= ${SCENE_MOVER_POSE_ONLY}.0) {
91
+ // the bind pose stands at the row's node
92
+ return;
93
+ }
94
+
95
+ box_min = low.xyz;
96
+ box_max = scene_movers.boxes[2u * box_index + 1u].xyz;
97
+ } else {
98
+ let mesh = scene_read_mesh(&scene_database, brick_invalidated[box_index - movers]);
99
+
100
+ box_min = vec3<f32>(mesh.bounding_box[0], mesh.bounding_box[1], mesh.bounding_box[2]);
101
+ box_max = vec3<f32>(mesh.bounding_box[3], mesh.bounding_box[4], mesh.bounding_box[5]);
102
+ }
103
+
104
+ let block_index = pair - box_index * settings.block_count;
105
+ let resolution = settings.resolution;
106
+ let blocks = resolution / BLOCK;
107
+
108
+ // blocks stack along z as the cascades do
109
+ let block = vec3<u32>(block_index % blocks, (block_index / blocks) % blocks, block_index / (blocks * blocks));
110
+ let cascade = block.z / blocks;
111
+ let level = brick_levels[cascade];
112
+
113
+ let voxel = level.cell_size / ${MESH_SDF_BRICK_VOXELS}.0;
114
+
115
+ if (length(box_max - box_min) < 0.5 * voxel) {
116
+ return;
117
+ }
118
+
119
+ let band = ${MESH_SDF_BAND_VOXELS}.0 * voxel;
120
+ let low = box_min - vec3<f32>(band);
121
+ let high = box_max + vec3<f32>(band);
122
+
123
+ let n = vec3<i32>(i32(resolution));
124
+ let first = vec3<u32>(block.x, block.y, block.z % blocks) * BLOCK;
125
+
126
+ for (var i = 0u; i < BLOCK * BLOCK * BLOCK; i++) {
127
+ let storage = first + vec3<u32>(i % BLOCK, (i / BLOCK) % BLOCK, i / (BLOCK * BLOCK));
128
+
129
+ // the world cell the storage cell holds: the window's one congruent to it
130
+ let cell = level.corner + mod_v3i(vec3<i32>(storage) - level.corner, n);
131
+ let cell_min = vec3<f32>(cell) * level.cell_size;
132
+ let cell_max = cell_min + vec3<f32>(level.cell_size);
133
+
134
+ if (all(cell_min <= high) && all(low <= cell_max)) {
135
+ brick_clipmap_enqueue(brick_clipmap_key(cascade, storage, resolution), settings.ring_capacity);
136
+ }
137
+ }
138
+ }
139
+ `, [
140
+ chunk_brick_clipmap,
141
+ chunk_brick_clipmap_enqueue,
142
+ chunk_folded_workgroup_index,
143
+ chunk_mod_v3i,
144
+ chunk_scene_database_access,
145
+ ]),
146
+ });
@@ -0,0 +1,18 @@
1
+ /**
2
+ * @type {WebGPUStruct}
3
+ */
4
+ export const BRICK_MOVERS_COMMAND_SETTINGS: WebGPUStruct;
5
+ /**
6
+ * The movers' command (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.4): one thread, after the scene's mover
7
+ * list is made. The boxes are its movers and the rows the host invalidated: bake completions and
8
+ * changes of SDF membership. A list past its capacity, or past
9
+ * {@link BRICK_MOVERS_FULL_REQUEUE_BOXES} boxes, re-queues every key of every cascade instead; otherwise
10
+ * a thread a pair of an occupancy block and a box. Either dispatch is the other's zero, folded past
11
+ * the per-dimension limit.
12
+ *
13
+ * @type {ComputeShader}
14
+ */
15
+ export const shader_brick_clipmap_movers_command: ComputeShader;
16
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
17
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
18
+ //# sourceMappingURL=shader_brick_clipmap_movers_command.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_brick_clipmap_movers_command.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/brick/shader_brick_clipmap_movers_command.js"],"names":[],"mappings":"AAiBA;;GAEG;AACH,4CAFU,YAAY,CAWW;AAUjC;;;;;;;;;GASG;AACH,kDAFU,aAAa,CAoCpB;6BA5E0B,sCAAsC;8BAJrC,kCAAkC"}
@@ -0,0 +1,84 @@
1
+ import { chunk_folded_dispatch } from "../../../gpu_primitive/indirect/chunk_folded_dispatch.js";
2
+ import { SCENE_MOVERS_READ_STRUCT } from "../../../scene/movers/SCENE_MOVER_LAYOUT.js";
3
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
4
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
5
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
6
+ import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
7
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
8
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
9
+ import {
10
+ BRICK_MOVERS_BOX_COUNT,
11
+ BRICK_MOVERS_FULL_REQUEUE_BOXES,
12
+ BRICK_MOVERS_PAIR_DISPATCH,
13
+ BRICK_MOVERS_REQUEUE_DISPATCH,
14
+ BRICK_MOVERS_SCENE_COUNT,
15
+ BRICK_MOVERS_WORKGROUP_SIZE
16
+ } from "./BRICK_MOVERS.js";
17
+
18
+ /**
19
+ * @type {WebGPUStruct}
20
+ */
21
+ export const BRICK_MOVERS_COMMAND_SETTINGS = WebGPUStruct.from({
22
+ /** boxes `scene_movers` holds at most, `SCENE_MOVER_CAPACITY` */
23
+ mover_capacity: u32,
24
+ /** rows the host invalidated this frame, after the movers */
25
+ row_count: u32,
26
+ /** occupancy blocks over every cascade: a pair a block a box */
27
+ block_count: u32,
28
+ /** keys over every cascade, what a full re-queue runs over */
29
+ key_count: u32,
30
+ }, "BrickMoversCommandSettings");
31
+
32
+ const resources = new ShaderResourceSetDescriptor();
33
+
34
+ resources.setImmediate("settings", BRICK_MOVERS_COMMAND_SETTINGS);
35
+
36
+ resources.createGroup()
37
+ .addStorageBuffer("scene_movers", SCENE_MOVERS_READ_STRUCT)
38
+ .addStorageBuffer("brick_movers", WebGPUArray.u32, true);
39
+
40
+ /**
41
+ * The movers' command (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.4): one thread, after the scene's mover
42
+ * list is made. The boxes are its movers and the rows the host invalidated: bake completions and
43
+ * changes of SDF membership. A list past its capacity, or past
44
+ * {@link BRICK_MOVERS_FULL_REQUEUE_BOXES} boxes, re-queues every key of every cascade instead; otherwise
45
+ * a thread a pair of an occupancy block and a box. Either dispatch is the other's zero, folded past
46
+ * the per-dimension limit.
47
+ *
48
+ * @type {ComputeShader}
49
+ */
50
+ export const shader_brick_clipmap_movers_command = ComputeShader.from({
51
+ label: "Brick Clipmap Movers Command",
52
+ resources,
53
+ body: CodeChunk.from(
54
+ //language=WGSL
55
+ `
56
+ fn write_folded_dispatch(at: u32, groups: u32) {
57
+ let folded = folded_dispatch(groups);
58
+
59
+ brick_movers[at] = folded.x;
60
+ brick_movers[at + 1u] = folded.y;
61
+ brick_movers[at + 2u] = folded.z;
62
+ }
63
+
64
+ @compute @workgroup_size(1)
65
+ fn main() {
66
+ let listed = scene_movers.count;
67
+ let movers = min(listed, settings.mover_capacity);
68
+ let boxes = movers + settings.row_count;
69
+
70
+ let everything = listed > settings.mover_capacity || boxes > ${BRICK_MOVERS_FULL_REQUEUE_BOXES}u;
71
+
72
+ let pairs = select(boxes * settings.block_count, 0u, everything);
73
+ let keys = select(0u, settings.key_count, everything);
74
+
75
+ write_folded_dispatch(${BRICK_MOVERS_PAIR_DISPATCH}u, (pairs + ${BRICK_MOVERS_WORKGROUP_SIZE - 1}u) / ${BRICK_MOVERS_WORKGROUP_SIZE}u);
76
+ write_folded_dispatch(${BRICK_MOVERS_REQUEUE_DISPATCH}u, (keys + ${BRICK_MOVERS_WORKGROUP_SIZE - 1}u) / ${BRICK_MOVERS_WORKGROUP_SIZE}u);
77
+
78
+ brick_movers[${BRICK_MOVERS_BOX_COUNT}u] = select(boxes, 0u, everything);
79
+ brick_movers[${BRICK_MOVERS_SCENE_COUNT}u] = movers;
80
+ }
81
+ `, [
82
+ chunk_folded_dispatch,
83
+ ]),
84
+ });
@@ -0,0 +1,16 @@
1
+ /**
2
+ * @type {WebGPUStruct}
3
+ */
4
+ export const BRICK_REQUEUE_SETTINGS: WebGPUStruct;
5
+ /**
6
+ * Re-queue (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.4): a thread a key of every cascade, dispatched by
7
+ * the movers' command on a frame with more boxes than pairs are worth, or a mover list past its
8
+ * capacity. Every key not already pending is queued, and the clipmap is built again over the frames
9
+ * that follow.
10
+ *
11
+ * @type {ComputeShader}
12
+ */
13
+ export const shader_brick_clipmap_requeue: ComputeShader;
14
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
15
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
16
+ //# sourceMappingURL=shader_brick_clipmap_requeue.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_brick_clipmap_requeue.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/brick/shader_brick_clipmap_requeue.js"],"names":[],"mappings":"AAeA;;GAEG;AACH,qCAFU,YAAY,CAOK;AAW3B;;;;;;;GAOG;AACH,2CAFU,aAAa,CA0BpB;6BA7D0B,sCAAsC;8BAHrC,kCAAkC"}
@@ -0,0 +1,67 @@
1
+ import { chunk_folded_workgroup_index } from "../../../shader/chunk/grid/chunk_folded_workgroup_index.js";
2
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
3
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
4
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
5
+ import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
6
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
7
+ import { BRICK_MOVERS_WORKGROUP_SIZE } from "./BRICK_MOVERS.js";
8
+ import {
9
+ BRICK_PENDING_RESOURCE,
10
+ BRICK_RING_RESOURCE,
11
+ BRICK_STATE_RESOURCE,
12
+ chunk_brick_clipmap,
13
+ chunk_brick_clipmap_enqueue
14
+ } from "./chunk_brick_clipmap.js";
15
+
16
+ /**
17
+ * @type {WebGPUStruct}
18
+ */
19
+ export const BRICK_REQUEUE_SETTINGS = WebGPUStruct.from({
20
+ /** keys over every cascade */
21
+ key_count: u32,
22
+ /** keys `brick_ring` holds, a power of two */
23
+ ring_capacity: u32,
24
+ }, "BrickRequeueSettings");
25
+
26
+ const resources = new ShaderResourceSetDescriptor();
27
+
28
+ resources.setImmediate("settings", BRICK_REQUEUE_SETTINGS);
29
+
30
+ resources.createGroup()
31
+ .add(BRICK_STATE_RESOURCE)
32
+ .add(BRICK_RING_RESOURCE)
33
+ .add(BRICK_PENDING_RESOURCE);
34
+
35
+ /**
36
+ * Re-queue (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.4): a thread a key of every cascade, dispatched by
37
+ * the movers' command on a frame with more boxes than pairs are worth, or a mover list past its
38
+ * capacity. Every key not already pending is queued, and the clipmap is built again over the frames
39
+ * that follow.
40
+ *
41
+ * @type {ComputeShader}
42
+ */
43
+ export const shader_brick_clipmap_requeue = ComputeShader.from({
44
+ label: "Brick Clipmap Requeue",
45
+ resources,
46
+ body: CodeChunk.from(
47
+ //language=WGSL
48
+ `
49
+ @compute @workgroup_size(${BRICK_MOVERS_WORKGROUP_SIZE})
50
+ fn main(
51
+ @builtin(workgroup_id) workgroup_id: vec3<u32>,
52
+ @builtin(local_invocation_index) lane: u32,
53
+ ) {
54
+ let key = folded_workgroup_index(workgroup_id) * ${BRICK_MOVERS_WORKGROUP_SIZE}u + lane;
55
+
56
+ if (key >= settings.key_count) {
57
+ return;
58
+ }
59
+
60
+ brick_clipmap_enqueue(key, settings.ring_capacity);
61
+ }
62
+ `, [
63
+ chunk_brick_clipmap,
64
+ chunk_brick_clipmap_enqueue,
65
+ chunk_folded_workgroup_index,
66
+ ]),
67
+ });
@@ -0,0 +1,20 @@
1
+ /**
2
+ * @type {WebGPUStruct}
3
+ */
4
+ export const BRICK_SCROLL_SETTINGS: WebGPUStruct;
5
+ /**
6
+ * Scroll (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.4): a thread a cell a window exposed this frame.
7
+ *
8
+ * The exposed cells come as boxes, two `vec4<i32>` a box in `brick_scroll_runs`: the box's smallest
9
+ * cell and its cascade, then its size and its first thread. Its cells run x fastest. A cell's storage
10
+ * cell held a cell that has left the window: its slot, if it had one, goes back on the free list, its
11
+ * entry becomes UNKNOWN, and its key is queued unless it already is. Its occupancy block is marked as
12
+ * having cells to read, every one, until coarse counts it once the cell is built: a ray must not
13
+ * skip a cell it should read from the next cascade out.
14
+ *
15
+ * @type {ComputeShader}
16
+ */
17
+ export const shader_brick_clipmap_scroll: ComputeShader;
18
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
19
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
20
+ //# sourceMappingURL=shader_brick_clipmap_scroll.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_brick_clipmap_scroll.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/brick/shader_brick_clipmap_scroll.js"],"names":[],"mappings":"AAkBA;;GAEG;AACH,oCAFU,YAAY,CAeI;AAe1B;;;;;;;;;;;GAWG;AACH,0CAFU,aAAa,CAoEpB;6BAzH0B,sCAAsC;8BAJrC,kCAAkC"}
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1
+ import { chunk_clipmap_storage_coord } from "../../../shader/chunk/clipmap/chunk_clipmap_storage_coord.js";
2
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
3
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
4
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
5
+ import { u32, vec4i } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
6
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
7
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
8
+ import { chunk_slot_stack } from "../../../gpu_primitive/slot_stack/chunk_slot_stack.js";
9
+ import { BRICK_OCCUPANCY_BLOCK, BRICK_THREAD_WORKGROUP_SIZE } from "./BRICK_CLIPMAP.js";
10
+ import {
11
+ BRICK_FREE_RESOURCE,
12
+ BRICK_PENDING_RESOURCE,
13
+ BRICK_RING_RESOURCE,
14
+ BRICK_STATE_RESOURCE,
15
+ chunk_brick_clipmap,
16
+ chunk_brick_clipmap_enqueue
17
+ } from "./chunk_brick_clipmap.js";
18
+
19
+ /**
20
+ * @type {WebGPUStruct}
21
+ */
22
+ export const BRICK_SCROLL_SETTINGS = WebGPUStruct.from({
23
+ /** boxes in `brick_scroll_runs` */
24
+ run_count: u32,
25
+ /** cells over every box: the threads that do work */
26
+ cell_count: u32,
27
+ /** workgroups along x, the rest folded into y */
28
+ groups_x: u32,
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+ /** keys `brick_ring` holds, a power of two */
30
+ ring_capacity: u32,
31
+ /** cells a cascade's window has a side */
32
+ resolution: u32,
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+ /** 1 when the brick map holds nothing yet, so that what it reads is no slot to give back */
34
+ fresh: u32,
35
+ }, "BrickScrollSettings");
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+
37
+ const resources = new ShaderResourceSetDescriptor();
38
+
39
+ resources.setImmediate("settings", BRICK_SCROLL_SETTINGS);
40
+
41
+ resources.createGroup()
42
+ .addStorageBuffer("brick_scroll_runs", WebGPUArray.from(vec4i))
43
+ .addStorageTexture("brick_map", "r32uint", "3d", "read-write")
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+ .addStorageTexture("brick_occupancy", "r32uint", "3d", "write-only")
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+ .add(BRICK_STATE_RESOURCE)
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+ .add(BRICK_RING_RESOURCE)
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+ .add(BRICK_PENDING_RESOURCE)
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+ .add(BRICK_FREE_RESOURCE);
49
+
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+ /**
51
+ * Scroll (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.4): a thread a cell a window exposed this frame.
52
+ *
53
+ * The exposed cells come as boxes, two `vec4<i32>` a box in `brick_scroll_runs`: the box's smallest
54
+ * cell and its cascade, then its size and its first thread. Its cells run x fastest. A cell's storage
55
+ * cell held a cell that has left the window: its slot, if it had one, goes back on the free list, its
56
+ * entry becomes UNKNOWN, and its key is queued unless it already is. Its occupancy block is marked as
57
+ * having cells to read, every one, until coarse counts it once the cell is built: a ray must not
58
+ * skip a cell it should read from the next cascade out.
59
+ *
60
+ * @type {ComputeShader}
61
+ */
62
+ export const shader_brick_clipmap_scroll = ComputeShader.from({
63
+ label: "Brick Clipmap Scroll",
64
+ resources,
65
+ body: CodeChunk.from(
66
+ //language=WGSL
67
+ `
68
+ @compute @workgroup_size(${BRICK_THREAD_WORKGROUP_SIZE})
69
+ fn main(
70
+ @builtin(workgroup_id) workgroup_id: vec3<u32>,
71
+ @builtin(local_invocation_index) lane: u32,
72
+ ) {
73
+ let thread = (workgroup_id.y * settings.groups_x + workgroup_id.x) * BRICK_THREAD_WORKGROUP_SIZE + lane;
74
+
75
+ if (thread >= settings.cell_count) {
76
+ return;
77
+ }
78
+
79
+ // the box: the last whose first thread is at or below this one
80
+ var low = 0u;
81
+ var high = settings.run_count;
82
+
83
+ while (high - low > 1u) {
84
+ let middle = (low + high) / 2u;
85
+
86
+ if (u32(brick_scroll_runs[2u * middle + 1u].w) <= thread) {
87
+ low = middle;
88
+ } else {
89
+ high = middle;
90
+ }
91
+ }
92
+
93
+ let corner = brick_scroll_runs[2u * low];
94
+ let extent = brick_scroll_runs[2u * low + 1u];
95
+
96
+ let size = vec3<u32>(extent.xyz);
97
+ let local = thread - u32(extent.w);
98
+ let cell = corner.xyz + vec3<i32>(vec3<u32>(local % size.x, (local / size.x) % size.y, local / (size.x * size.y)));
99
+
100
+ let cascade = u32(corner.w);
101
+ let resolution = settings.resolution;
102
+ let storage = vec3<u32>(clipmap_storage_coord(cell, vec3<i32>(i32(resolution))));
103
+ let texel = brick_clipmap_map_texel(cascade, storage, resolution);
104
+
105
+ if (settings.fresh == 0u) {
106
+ let old = textureLoad(brick_map, texel).x;
107
+
108
+ if (brick_clipmap_entry_holds_slot(old)) {
109
+ slot_stack_push(&brick_state[BRICK_STATE_FREE], &brick_free, old);
110
+ }
111
+ }
112
+
113
+ textureStore(brick_map, texel, vec4<u32>(BRICK_CLIPMAP_UNKNOWN, 0u, 0u, 0u));
114
+
115
+ // the block's every cell may be one to read; cells of a block write the same
116
+ let block = storage / ${BRICK_OCCUPANCY_BLOCK}u;
117
+
118
+ textureStore(brick_occupancy, vec3<u32>(block.xy, block.z + cascade * (resolution / ${BRICK_OCCUPANCY_BLOCK}u)), vec4<u32>(${BRICK_OCCUPANCY_BLOCK ** 3}u, 0u, 0u, 0u));
119
+
120
+ brick_clipmap_enqueue(brick_clipmap_key(cascade, storage, resolution), settings.ring_capacity);
121
+ }
122
+ `, [
123
+ chunk_brick_clipmap,
124
+ chunk_brick_clipmap_enqueue,
125
+ chunk_clipmap_storage_coord,
126
+ chunk_slot_stack,
127
+ ]),
128
+ });
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1
+ /**
2
+ * @type {WebGPUStruct}
3
+ */
4
+ export const BRICK_STORE_SETTINGS: WebGPUStruct;
5
+ /**
6
+ * Store (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.5): a workgroup a taken cell, eight texels a lane,
7
+ * after free.
8
+ *
9
+ * A cell free marked pops a slot: lane 0 pops it and writes the entry, and the slot reaches the other
10
+ * lanes through the workgroup. Take held the frame to the free slots, so the pop is never refused. A
11
+ * cell that holds a slot, its own or the one just popped, has its 512 staged bytes written into the
12
+ * slot's atlas tile and its 64 objects into the slot's object cells; a cell free made EMPTY writes
13
+ * nothing.
14
+ *
15
+ * @type {ComputeShader}
16
+ */
17
+ export const shader_brick_clipmap_store: ComputeShader;
18
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
19
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
20
+ //# sourceMappingURL=shader_brick_clipmap_store.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_brick_clipmap_store.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/brick/shader_brick_clipmap_store.js"],"names":[],"mappings":"AAoBA;;GAEG;AACH,mCAFU,YAAY,CASG;AAgBzB;;;;;;;;;;;GAWG;AACH,yCAFU,aAAa,CAsEpB;6BAvH0B,sCAAsC;8BAJrC,kCAAkC"}
@@ -0,0 +1,127 @@
1
+ import { chunk_slot_stack } from "../../../gpu_primitive/slot_stack/chunk_slot_stack.js";
2
+ import { chunk_folded_workgroup_index } from "../../../shader/chunk/grid/chunk_folded_workgroup_index.js";
3
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
4
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
5
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
6
+ import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
7
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
8
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
9
+ import { chunk_tile_atlas_slot_origin } from "../../../texture/atlas/chunk_tile_atlas_slot_origin.js";
10
+ import { MESH_SDF_BRICK_TEXELS } from "../../../geometry/sdf/MESH_SDF.js";
11
+ import { BRICK_CELL_WORKGROUP_SIZE } from "./BRICK_CLIPMAP.js";
12
+ import {
13
+ BRICK_FREE_RESOURCE,
14
+ BRICK_RING_RESOURCE,
15
+ BRICK_STAGING_RESOURCE,
16
+ BRICK_STATE_RESOURCE,
17
+ BRICK_TAKE_RESOURCE,
18
+ chunk_brick_clipmap
19
+ } from "./chunk_brick_clipmap.js";
20
+
21
+ /**
22
+ * @type {WebGPUStruct}
23
+ */
24
+ export const BRICK_STORE_SETTINGS = WebGPUStruct.from({
25
+ /** keys `brick_ring` holds, a power of two */
26
+ ring_capacity: u32,
27
+ /** cells a cascade's window has a side */
28
+ resolution: u32,
29
+ /** slots the atlas and the object cells hold: what bounds a pop */
30
+ capacity: u32,
31
+ }, "BrickStoreSettings");
32
+
33
+ const resources = new ShaderResourceSetDescriptor();
34
+
35
+ resources.setImmediate("settings", BRICK_STORE_SETTINGS);
36
+
37
+ resources.createGroup()
38
+ .add(BRICK_STATE_RESOURCE)
39
+ .add(BRICK_TAKE_RESOURCE)
40
+ .add(BRICK_RING_RESOURCE)
41
+ .add(BRICK_FREE_RESOURCE)
42
+ .add(BRICK_STAGING_RESOURCE)
43
+ .addStorageBuffer("brick_objects", WebGPUArray.u32, true)
44
+ .addStorageTexture("brick_map", "r32uint", "3d", "read-write")
45
+ .addStorageTexture("brick_atlas_store", "r8unorm", "3d", "write-only");
46
+
47
+ /**
48
+ * Store (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.5): a workgroup a taken cell, eight texels a lane,
49
+ * after free.
50
+ *
51
+ * A cell free marked pops a slot: lane 0 pops it and writes the entry, and the slot reaches the other
52
+ * lanes through the workgroup. Take held the frame to the free slots, so the pop is never refused. A
53
+ * cell that holds a slot, its own or the one just popped, has its 512 staged bytes written into the
54
+ * slot's atlas tile and its 64 objects into the slot's object cells; a cell free made EMPTY writes
55
+ * nothing.
56
+ *
57
+ * @type {ComputeShader}
58
+ */
59
+ export const shader_brick_clipmap_store = ComputeShader.from({
60
+ label: "Brick Clipmap Store",
61
+ resources,
62
+ body: CodeChunk.from(
63
+ //language=WGSL
64
+ `
65
+ var<workgroup> cell_slot: u32;
66
+
67
+ @compute @workgroup_size(${BRICK_CELL_WORKGROUP_SIZE})
68
+ fn main(
69
+ @builtin(workgroup_id) workgroup_id: vec3<u32>,
70
+ @builtin(local_invocation_index) lane: u32,
71
+ ) {
72
+ let build = folded_workgroup_index(workgroup_id);
73
+
74
+ if (lane == 0u) {
75
+ var slot = SLOT_STACK_NONE;
76
+
77
+ if (build < brick_take[BRICK_TAKE_COUNT]) {
78
+ let key = brick_ring[(brick_take[BRICK_TAKE_FIRST] + build) & (settings.ring_capacity - 1u)];
79
+ let resolution = settings.resolution;
80
+ let texel = brick_clipmap_map_texel(brick_clipmap_key_cascade(key, resolution), brick_clipmap_key_storage(key, resolution), resolution);
81
+ let entry = textureLoad(brick_map, texel).x;
82
+
83
+ if (entry == BRICK_CLIPMAP_STORE_PENDING) {
84
+ slot = slot_stack_pop(&brick_state[BRICK_STATE_FREE], &brick_free, settings.capacity);
85
+
86
+ textureStore(brick_map, texel, vec4<u32>(slot, 0u, 0u, 0u));
87
+ } else if (brick_clipmap_entry_holds_slot(entry)) {
88
+ slot = entry;
89
+ }
90
+ }
91
+
92
+ cell_slot = slot;
93
+ }
94
+
95
+ let slot = workgroupUniformLoad(&cell_slot);
96
+
97
+ if (slot == SLOT_STACK_NONE) {
98
+ return;
99
+ }
100
+
101
+ let t = ${MESH_SDF_BRICK_TEXELS}u;
102
+ let slots = textureDimensions(brick_atlas_store) / t;
103
+ let origin = tile_atlas_slot_origin(slot, slots.xy, vec3<u32>(t));
104
+
105
+ // the lane's eight texels run along x: its two words, four texels each
106
+ let first = build * BRICK_STAGING_WORDS + 2u * lane;
107
+ let row = origin + vec3<u32>(0u, lane % t, lane / t);
108
+
109
+ for (var w = 0u; w < 2u; w++) {
110
+ let word = brick_staging[first + w];
111
+
112
+ for (var b = 0u; b < 4u; b++) {
113
+ let byte = (word >> (8u * b)) & 0xffu;
114
+
115
+ textureStore(brick_atlas_store, row + vec3<u32>(4u * w + b, 0u, 0u), vec4<f32>(f32(byte) / 255.0, 0.0, 0.0, 0.0));
116
+ }
117
+ }
118
+
119
+ brick_objects[slot * BRICK_OBJECT_CELLS + lane] = brick_staging[build * BRICK_STAGING_WORDS + BRICK_STAGING_DISTANCE_WORDS + lane];
120
+ }
121
+ `, [
122
+ chunk_brick_clipmap,
123
+ chunk_folded_workgroup_index,
124
+ chunk_slot_stack,
125
+ chunk_tile_atlas_slot_origin,
126
+ ]),
127
+ });
@@ -0,0 +1,20 @@
1
+ /**
2
+ * @type {WebGPUStruct}
3
+ */
4
+ export const BRICK_TAKE_SETTINGS: WebGPUStruct;
5
+ /**
6
+ * Take (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.4): one thread. The frame's keys off the ring, as many
7
+ * as are queued up to the budget, and no more than there are free slots, since every cell taken may
8
+ * need one: so no pop of store's fails. A take the free slots held back counts itself starved, and the
9
+ * host grows the capacity, as the mesh bake does (§6.4).
10
+ *
11
+ * Build slot `b` is taken key `b`, at ring position `taken_first + b`. Writes them, and the frame's
12
+ * two dispatches, folded past the per-dimension limit, into `brick_take`: a workgroup a taken cell,
13
+ * and a thread a staging word of the taken cells.
14
+ *
15
+ * @type {ComputeShader}
16
+ */
17
+ export const shader_brick_clipmap_take: ComputeShader;
18
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
19
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
20
+ //# sourceMappingURL=shader_brick_clipmap_take.d.ts.map