@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 +1,232 @@
1
+ /**
2
+ * A probe's record (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.2), 64 bytes a slot: where it is, when it
3
+ * was wanted and traced, its last update's back faces, and its irradiance. Where relocation moved it
4
+ * is the state's second word, which readers weighing it load with the state.
5
+ *
6
+ * @type {WebGPUStruct}
7
+ */
8
+ export const PROBE_RECORD_STRUCT: WebGPUStruct;
9
+ /**
10
+ * A ray of a probe's update (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.6), 28 bytes, as trace writes it for
11
+ * the passes after it.
12
+ *
13
+ * @type {WebGPUStruct}
14
+ */
15
+ export const PROBE_RAY_STRUCT: WebGPUStruct;
16
+ /**
17
+ * The cascades' cage windows, a {@link CLIPMAP_LEVEL_ARRAY} as a uniform, finest first: a cell of
18
+ * cascade `c` is the cage of the eight lattice points at its corners, so its window is one short of the
19
+ * lattice's on each axis, and `clipmap_select_finest` over it answers the finest cascade whose whole
20
+ * cage holds a point (§8.1).
21
+ * @type {ShaderResourceDescriptor}
22
+ */
23
+ export const PROBE_LEVELS_RESOURCE: ShaderResourceDescriptor;
24
+ /**
25
+ * The indirection as the lifetime passes keep it: `r32uint`, a texel a lattice point in storage that
26
+ * wraps, the cascades stacked along z, a slot or {@link PROBE_CLIPMAP_NONE}.
27
+ * @type {ShaderResourceDescriptor}
28
+ */
29
+ export const PROBE_INDIRECTION_STORE_RESOURCE: ShaderResourceDescriptor;
30
+ /**
31
+ * The slots' states, two words each: kind and update count, then the relocation offset
32
+ * (`PROBE_CLIPMAP.js`).
33
+ * @type {ShaderResourceDescriptor}
34
+ */
35
+ export const PROBE_STATES_STORE_RESOURCE: ShaderResourceDescriptor;
36
+ /**
37
+ * The slots' states, as a pass that only reads them binds them.
38
+ * @type {ShaderResourceDescriptor}
39
+ */
40
+ export const PROBE_STATES_READ_RESOURCE: ShaderResourceDescriptor;
41
+ /**
42
+ * The slots' {@link PROBE_RECORD_STRUCT}s.
43
+ * @type {ShaderResourceDescriptor}
44
+ */
45
+ export const PROBE_RECORDS_STORE_RESOURCE: ShaderResourceDescriptor;
46
+ /**
47
+ * The slots' records, as a pass that only reads them binds them.
48
+ * @type {ShaderResourceDescriptor}
49
+ */
50
+ export const PROBE_RECORDS_READ_RESOURCE: ShaderResourceDescriptor;
51
+ /**
52
+ * The counters, every word an atomic (`PROBE_CLIPMAP.js`).
53
+ * @type {ShaderResourceDescriptor}
54
+ */
55
+ export const PROBE_COUNTERS_RESOURCE: ShaderResourceDescriptor;
56
+ /**
57
+ * The counters read plainly, by a pass after the one that wrote them: a word read as an atomic is a
58
+ * read-modify-write on D3D12.
59
+ * @type {ShaderResourceDescriptor}
60
+ */
61
+ export const PROBE_COUNTERS_READ_RESOURCE: ShaderResourceDescriptor;
62
+ /**
63
+ * The free slots, as a slot stack whose count is `probe_counters[PROBE_COUNTER_FREE]`.
64
+ * @type {ShaderResourceDescriptor}
65
+ */
66
+ export const PROBE_FREE_RESOURCE: ShaderResourceDescriptor;
67
+ /**
68
+ * The live probes' slots as retire reads them: the list the frame before wrote.
69
+ * @type {ShaderResourceDescriptor}
70
+ */
71
+ export const PROBE_ACTIVE_READ_RESOURCE: ShaderResourceDescriptor;
72
+ /**
73
+ * The live probes' slots as the frame lists them: retire's survivors, then admit's new probes.
74
+ * @type {ShaderResourceDescriptor}
75
+ */
76
+ export const PROBE_ACTIVE_WRITE_RESOURCE: ShaderResourceDescriptor;
77
+ /**
78
+ * The frame's live probes once its appends are done, read plainly by the passes after them.
79
+ * @type {ShaderResourceDescriptor}
80
+ */
81
+ export const PROBE_ACTIVE_WRITTEN_RESOURCE: ShaderResourceDescriptor;
82
+ /**
83
+ * A bit a key, set when a pixel of the frame wants the lattice point: cleared every frame.
84
+ * @type {ShaderResourceDescriptor}
85
+ */
86
+ export const PROBE_WANTED_BITS_RESOURCE: ShaderResourceDescriptor;
87
+ /**
88
+ * The wanted bits, read plainly once want has set them.
89
+ * @type {ShaderResourceDescriptor}
90
+ */
91
+ export const PROBE_WANTED_BITS_READ_RESOURCE: ShaderResourceDescriptor;
92
+ /**
93
+ * The probes the frame updates, as the due passes list them, at most U (§8.5).
94
+ * @type {ShaderResourceDescriptor}
95
+ */
96
+ export const PROBE_TRACE_WRITE_RESOURCE: ShaderResourceDescriptor;
97
+ /**
98
+ * The probes the frame updates, as the update's passes read them: a reader clamps the count to U.
99
+ * @type {ShaderResourceDescriptor}
100
+ */
101
+ export const PROBE_TRACE_READ_RESOURCE: ShaderResourceDescriptor;
102
+ /**
103
+ * The keys wanted this frame, each once, as want lists them.
104
+ * @type {ShaderResourceDescriptor}
105
+ */
106
+ export const PROBE_WANTED_WRITE_RESOURCE: ShaderResourceDescriptor;
107
+ /**
108
+ * The keys wanted this frame, as admit reads them.
109
+ * @type {ShaderResourceDescriptor}
110
+ */
111
+ export const PROBE_WANTED_READ_RESOURCE: ShaderResourceDescriptor;
112
+ /**
113
+ * The indirect commands, as the one-thread passes write them.
114
+ * @type {ShaderResourceDescriptor}
115
+ */
116
+ export const PROBE_DISPATCH_RESOURCE: ShaderResourceDescriptor;
117
+ /**
118
+ * The origins of the probes the frame updates, by their place in the trace list: the probe where
119
+ * relocation left it, and its spacing, `vec4<f32>(origin, spacing)`.
120
+ * @type {ShaderResourceDescriptor}
121
+ */
122
+ export const PROBE_ORIGINS_WRITE_RESOURCE: ShaderResourceDescriptor;
123
+ /**
124
+ * The origins, as the passes after relocation read them.
125
+ * @type {ShaderResourceDescriptor}
126
+ */
127
+ export const PROBE_ORIGINS_READ_RESOURCE: ShaderResourceDescriptor;
128
+ /**
129
+ * The frame's rays, R a listed probe, as trace writes them and shade rewrites their light.
130
+ * @type {ShaderResourceDescriptor}
131
+ */
132
+ export const PROBE_RAYS_WRITE_RESOURCE: ShaderResourceDescriptor;
133
+ /**
134
+ * The frame's rays, as the passes after trace read them.
135
+ * @type {ShaderResourceDescriptor}
136
+ */
137
+ export const PROBE_RAYS_READ_RESOURCE: ShaderResourceDescriptor;
138
+ /**
139
+ * The listed probes' maps, as accumulation writes them for projection and publish, in list order,
140
+ * `probe_clipmap_maps_words` a probe.
141
+ * @type {ShaderResourceDescriptor}
142
+ */
143
+ export const PROBE_MAPS_WRITE_RESOURCE: ShaderResourceDescriptor;
144
+ /**
145
+ * The listed probes' maps, as projection and publish read them.
146
+ * @type {ShaderResourceDescriptor}
147
+ */
148
+ export const PROBE_MAPS_READ_RESOURCE: ShaderResourceDescriptor;
149
+ /**
150
+ * A row of a listed probe's radiance map, projected: its irradiance SH, and its rays this update.
151
+ * @type {WebGPUStruct}
152
+ */
153
+ export const PROBE_PROJECTION_ROW_STRUCT: WebGPUStruct;
154
+ /**
155
+ * The listed probes' rows, n_r a probe, as the projection's rows write them.
156
+ * @type {ShaderResourceDescriptor}
157
+ */
158
+ export const PROBE_PROJECTION_WRITE_RESOURCE: ShaderResourceDescriptor;
159
+ /**
160
+ * The listed probes' rows, as the probes' projection sums them.
161
+ * @type {ShaderResourceDescriptor}
162
+ */
163
+ export const PROBE_PROJECTION_READ_RESOURCE: ShaderResourceDescriptor;
164
+ /**
165
+ * The radiance atlas, `rgba16float`, as its readers sample it: a tile a slot, a texel of skirt around
166
+ * each n_r² map, the texel's count of samples in alpha.
167
+ * @type {ShaderResourceDescriptor}
168
+ */
169
+ export const PROBE_RADIANCE_HISTORY_RESOURCE: ShaderResourceDescriptor;
170
+ /**
171
+ * The depth atlas, `rg16float`, as its readers sample it: a tile a slot, the moments of depth in
172
+ * spacings.
173
+ * @type {ShaderResourceDescriptor}
174
+ */
175
+ export const PROBE_DEPTH_HISTORY_RESOURCE: ShaderResourceDescriptor;
176
+ /**
177
+ * The radiance atlas, as publish stores into it.
178
+ * @type {ShaderResourceDescriptor}
179
+ */
180
+ export const PROBE_RADIANCE_STORE_RESOURCE: ShaderResourceDescriptor;
181
+ /**
182
+ * The depth atlas, as publish stores into it.
183
+ * @type {ShaderResourceDescriptor}
184
+ */
185
+ export const PROBE_DEPTH_STORE_RESOURCE: ShaderResourceDescriptor;
186
+ /**
187
+ * The probe clipmap's layout as WGSL constants, and what a key, a state word and a lattice point's
188
+ * place are.
189
+ *
190
+ * ```wgsl
191
+ * fn probe_clipmap_key(cascade: u32, storage: vec3<u32>, resolution: u32) -> u32
192
+ * fn probe_clipmap_key_cascade(key: u32, resolution: u32) -> u32
193
+ * fn probe_clipmap_key_storage(key: u32, resolution: u32) -> vec3<u32>
194
+ * fn probe_clipmap_indirection_texel(cascade: u32, storage: vec3<u32>, resolution: u32) -> vec3<u32>
195
+ * fn probe_clipmap_window_point(storage: vec3<u32>, corner: vec3<i32>, resolution: u32) -> vec3<i32> // the point a window holds there
196
+ * fn probe_state_kind(state: u32) -> u32 // of the state's first word
197
+ * fn probe_state_updates(state: u32) -> u32
198
+ * fn probe_state(kind: u32, updates: u32) -> u32
199
+ * fn probe_clipmap_offset_encode(offset: vec3<f32>, spacing: f32) -> u32 // the state's second word
200
+ * fn probe_clipmap_offset_decode(word: u32, spacing: f32) -> vec3<f32>
201
+ * fn probe_clipmap_maps_words(radiance_resolution: u32, depth_resolution: u32) -> u32 // a listed probe's, in probe_maps
202
+ * ```
203
+ *
204
+ * The offset's fields are of `PROBE_RELOCATION_LIMIT` of the spacing, 511 steps each way: under a
205
+ * thousandth of the spacing apart, and zero at the lattice point.
206
+ *
207
+ * @type {CodeChunk}
208
+ */
209
+ export const chunk_probe_clipmap: CodeChunk;
210
+ /**
211
+ * Which octahedral radiance texel a ray of an update is, and the way back (§8.6). An update casts R rays
212
+ * over the n_r² texels:
213
+ * - with R at least the texels, ray `i` is texel `i mod n_r²`, its `⌊i / n_r²⌋`-th ray;
214
+ * - below them, ray `i` of update `u` is texel `(u·R + i) mod n_r²` under the bit reversal of the
215
+ * texels' indices, so that each run of n_r²/R updates covers every texel once, and each update's
216
+ * texels spread over the sphere. The pattern repeats every n_r²/R updates, which keeps the product
217
+ * in range.
218
+ *
219
+ * Both R and n_r² are powers of two.
220
+ *
221
+ * ```wgsl
222
+ * fn probe_clipmap_ray_texel(ray: u32, updates: u32, rays: u32, texels: u32) -> u32
223
+ * fn probe_clipmap_texel_ray(texel: u32, round: u32, updates: u32, rays: u32, texels: u32) -> u32 // its round-th ray, or PROBE_CLIPMAP_NONE
224
+ * ```
225
+ *
226
+ * @type {CodeChunk}
227
+ */
228
+ export const chunk_probe_clipmap_ray_texel: CodeChunk;
229
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
230
+ import { ShaderResourceDescriptor } from "../../../shader/resource/ShaderResourceDescriptor.js";
231
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
232
+ //# sourceMappingURL=chunk_probe_clipmap.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_probe_clipmap.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap.js"],"names":[],"mappings":"AAoCA;;;;;;GAMG;AACH,kCAFU,YAAY,CAcJ;AAElB;;;;;GAKG;AACH,+BAFU,YAAY,CAqBP;AAEf;;;;;;GAMG;AACH,oCAFU,wBAAwB,CAEyE;AAE3G;;;;GAIG;AACH,+CAFU,wBAAwB,CAE0G;AAE5I;;;;GAIG;AACH,0CAFU,wBAAwB,CAE+F;AAEjI;;;GAGG;AACH,yCAFU,wBAAwB,CAEwF;AAE1H;;;GAGG;AACH,2CAFU,wBAAwB,CAE+G;AAEjJ;;;GAGG;AACH,0CAFU,wBAAwB,CAEwG;AAE1I;;;GAGG;AACH,sCAFU,wBAAwB,CAEkG;AAEpI;;;;GAIG;AACH,2CAFU,wBAAwB,CAEoF;AAEtH;;;GAGG;AACH,kCAFU,wBAAwB,CAE6E;AAE/G;;;GAGG;AACH,yCAFU,wBAAwB,CAEgG;AAElI;;;GAGG;AACH,0CAFU,wBAAwB,CAEyG;AAE3I;;;GAGG;AACH,4CAFU,wBAAwB,CAEoG;AAEtI;;;GAGG;AACH,yCAFU,wBAAwB,CAEwG;AAE1I;;;GAGG;AACH,8CAFU,wBAAwB,CAE0F;AAE5H;;;GAGG;AACH,yCAFU,wBAAwB,CAEiG;AAEnI;;;GAGG;AACH,wCAFU,wBAAwB,CAEyF;AAE3H;;;GAGG;AACH,0CAFU,wBAAwB,CAEmG;AAErI;;;GAGG;AACH,yCAFU,wBAAwB,CAE2F;AAE7H;;;GAGG;AACH,sCAFU,wBAAwB,CAEqF;AAEvH;;;;GAIG;AACH,2CAFU,wBAAwB,CAEiG;AAEnI;;;GAGG;AACH,0CAFU,wBAAwB,CAE0F;AAE5H;;;GAGG;AACH,wCAFU,wBAAwB,CAEsG;AAExI;;;GAGG;AACH,uCAFU,wBAAwB,CAE+F;AAEjI;;;;GAIG;AACH,wCAFU,wBAAwB,CAEmF;AAErH;;;GAGG;AACH,uCAFU,wBAAwB,CAE4E;AAE9G;;;GAGG;AACH,0CAFU,YAAY,CAQG;AAEzB;;;GAGG;AACH,8CAFU,wBAAwB,CAE6H;AAE/J;;;GAGG;AACH,6CAFU,wBAAwB,CAEsH;AAExJ;;;;GAIG;AACH,8CAFU,wBAAwB,CAE+E;AAEjH;;;;GAIG;AACH,2CAFU,wBAAwB,CAEyE;AAE3G;;;GAGG;AACH,4CAFU,wBAAwB,CAEwG;AAE1I;;;GAGG;AACH,yCAFU,wBAAwB,CAEgG;AAElI;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,kCAFU,SAAS,CAqFhB;AAEH;;;;;;;;;;;;;;;;;GAiBG;AACH,4CAFU,SAAS,CA+BhB;6BAtb0B,sCAAsC;yCAH1B,sDAAsD;0BADrE,uCAAuC"}
@@ -0,0 +1,448 @@
1
+ import { COLLECTION_U32_STRUCT_READ } from "../../../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
2
+ import { COLLECTION_U32_STRUCT_WRITE } from "../../../gpu_primitive/COLLECTION_U32_STRUCT_WRITE.js";
3
+ import { CLIPMAP_LEVEL_ARRAY } from "../../../shader/chunk/clipmap/CLIPMAP_LEVEL_STRUCT.js";
4
+ import { chunk_mod_v3i } from "../../../shader/chunk/geometry/vec3/chunk_mod_v3i.js";
5
+ import { METRO_L1_IRRADIANCE_STRUCT } from "../../../shader/chunk/spherical_harmonics/l1i/chunk_convert_to_irradiance_sh.js";
6
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
7
+ import { ShaderResourceDescriptor } from "../../../shader/resource/ShaderResourceDescriptor.js";
8
+ import { atomic_u32, f32, u32, vec2u, vec3i, vec4f } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
9
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
10
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
11
+ import {
12
+ PROBE_BLEND_SKIRT,
13
+ PROBE_CLIPMAP_NONE,
14
+ PROBE_COUNTER_FREE,
15
+ PROBE_COUNTER_PERIOD,
16
+ PROBE_COUNTER_STARVED,
17
+ PROBE_DISPATCH_ACTIVE,
18
+ PROBE_DISPATCH_ADMIT,
19
+ PROBE_DISPATCH_PUBLISH,
20
+ PROBE_DISPATCH_RAYS,
21
+ PROBE_DISPATCH_ROWS,
22
+ PROBE_DISPATCH_TEXELS,
23
+ PROBE_DISPATCH_TRACED,
24
+ PROBE_RAY_BACK_FACE,
25
+ PROBE_RAY_CASCADE_SHIFT,
26
+ PROBE_RAY_KIND_MASK,
27
+ PROBE_RELOCATION_LIMIT,
28
+ PROBE_STATE_ALIVE,
29
+ PROBE_STATE_DEAD,
30
+ PROBE_STATE_FREE,
31
+ PROBE_STATE_KIND_MASK,
32
+ PROBE_STATE_NEW,
33
+ PROBE_STATE_UPDATES_SHIFT,
34
+ PROBE_THREAD_WORKGROUP_SIZE
35
+ } from "./PROBE_CLIPMAP.js";
36
+
37
+ /**
38
+ * A probe's record (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.2), 64 bytes a slot: where it is, when it
39
+ * was wanted and traced, its last update's back faces, and its irradiance. Where relocation moved it
40
+ * is the state's second word, which readers weighing it load with the state.
41
+ *
42
+ * @type {WebGPUStruct}
43
+ */
44
+ export const PROBE_RECORD_STRUCT = WebGPUStruct.from({
45
+ /** the lattice point, in its cascade's spacing: the probe stands at `cell · spacing` before relocation */
46
+ cell: vec3i,
47
+ cascade: u32,
48
+ /** when a pixel last wanted it: seconds since the clipmap was made */
49
+ wanted_time: f32,
50
+ /** when it was last updated, on the same clock */
51
+ traced_time: f32,
52
+ /** the share of its last update's resolved rays that hit back faces (§8.4) */
53
+ back_face: f32,
54
+ /** the irradiance its rays saw, the Metro L1 encoding: luma as SH2, chroma constant */
55
+ sh: METRO_L1_IRRADIANCE_STRUCT,
56
+ }, "ProbeRecord");
57
+
58
+ /**
59
+ * A ray of a probe's update (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.6), 28 bytes, as trace writes it for
60
+ * the passes after it.
61
+ *
62
+ * @type {WebGPUStruct}
63
+ */
64
+ export const PROBE_RAY_STRUCT = WebGPUStruct.from({
65
+ /** how far the ray went: to its hit, or where its march stopped */
66
+ t: f32,
67
+ /** its direction, octahedral, two unorm16 */
68
+ direction: u32,
69
+ /** the hit's normal, octahedral, two unorm16; zero but for a hit */
70
+ normal: u32,
71
+ /** the `meshes` row whose surface the hit is on, 0 for none */
72
+ row: u32,
73
+ /** its kind, the back face, and the hit's cascade (`PROBE_CLIPMAP.js`) */
74
+ flags: u32,
75
+ /**
76
+ * The light, three half floats, red and green here and blue in {@link light_b}'s low half. Trace
77
+ * writes the direct irradiance at a front-face hit, E_dir (§8.7), zero for any other ray; shade
78
+ * writes over it the radiance the ray brings back.
79
+ */
80
+ light_rg: u32,
81
+ /** the light's blue, a half float in the low half */
82
+ light_b: u32,
83
+ }, "ProbeRay");
84
+
85
+ /**
86
+ * The cascades' cage windows, a {@link CLIPMAP_LEVEL_ARRAY} as a uniform, finest first: a cell of
87
+ * cascade `c` is the cage of the eight lattice points at its corners, so its window is one short of the
88
+ * lattice's on each axis, and `clipmap_select_finest` over it answers the finest cascade whose whole
89
+ * cage holds a point (§8.1).
90
+ * @type {ShaderResourceDescriptor}
91
+ */
92
+ export const PROBE_LEVELS_RESOURCE = ShaderResourceDescriptor.uniform("probe_levels", CLIPMAP_LEVEL_ARRAY);
93
+
94
+ /**
95
+ * The indirection as the lifetime passes keep it: `r32uint`, a texel a lattice point in storage that
96
+ * wraps, the cascades stacked along z, a slot or {@link PROBE_CLIPMAP_NONE}.
97
+ * @type {ShaderResourceDescriptor}
98
+ */
99
+ export const PROBE_INDIRECTION_STORE_RESOURCE = ShaderResourceDescriptor.storageTexture("probe_indirection", "r32uint", "3d", "read-write");
100
+
101
+ /**
102
+ * The slots' states, two words each: kind and update count, then the relocation offset
103
+ * (`PROBE_CLIPMAP.js`).
104
+ * @type {ShaderResourceDescriptor}
105
+ */
106
+ export const PROBE_STATES_STORE_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_states", WebGPUArray.from(vec2u), true);
107
+
108
+ /**
109
+ * The slots' states, as a pass that only reads them binds them.
110
+ * @type {ShaderResourceDescriptor}
111
+ */
112
+ export const PROBE_STATES_READ_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_states", WebGPUArray.from(vec2u));
113
+
114
+ /**
115
+ * The slots' {@link PROBE_RECORD_STRUCT}s.
116
+ * @type {ShaderResourceDescriptor}
117
+ */
118
+ export const PROBE_RECORDS_STORE_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_records", WebGPUArray.from(PROBE_RECORD_STRUCT), true);
119
+
120
+ /**
121
+ * The slots' records, as a pass that only reads them binds them.
122
+ * @type {ShaderResourceDescriptor}
123
+ */
124
+ export const PROBE_RECORDS_READ_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_records", WebGPUArray.from(PROBE_RECORD_STRUCT));
125
+
126
+ /**
127
+ * The counters, every word an atomic (`PROBE_CLIPMAP.js`).
128
+ * @type {ShaderResourceDescriptor}
129
+ */
130
+ export const PROBE_COUNTERS_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_counters", WebGPUArray.from(atomic_u32), true);
131
+
132
+ /**
133
+ * The counters read plainly, by a pass after the one that wrote them: a word read as an atomic is a
134
+ * read-modify-write on D3D12.
135
+ * @type {ShaderResourceDescriptor}
136
+ */
137
+ export const PROBE_COUNTERS_READ_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_counters", WebGPUArray.u32);
138
+
139
+ /**
140
+ * The free slots, as a slot stack whose count is `probe_counters[PROBE_COUNTER_FREE]`.
141
+ * @type {ShaderResourceDescriptor}
142
+ */
143
+ export const PROBE_FREE_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_free", WebGPUArray.u32, true);
144
+
145
+ /**
146
+ * The live probes' slots as retire reads them: the list the frame before wrote.
147
+ * @type {ShaderResourceDescriptor}
148
+ */
149
+ export const PROBE_ACTIVE_READ_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_active_read", COLLECTION_U32_STRUCT_READ);
150
+
151
+ /**
152
+ * The live probes' slots as the frame lists them: retire's survivors, then admit's new probes.
153
+ * @type {ShaderResourceDescriptor}
154
+ */
155
+ export const PROBE_ACTIVE_WRITE_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_active_write", COLLECTION_U32_STRUCT_WRITE, true);
156
+
157
+ /**
158
+ * The frame's live probes once its appends are done, read plainly by the passes after them.
159
+ * @type {ShaderResourceDescriptor}
160
+ */
161
+ export const PROBE_ACTIVE_WRITTEN_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_active_write", COLLECTION_U32_STRUCT_READ);
162
+
163
+ /**
164
+ * A bit a key, set when a pixel of the frame wants the lattice point: cleared every frame.
165
+ * @type {ShaderResourceDescriptor}
166
+ */
167
+ export const PROBE_WANTED_BITS_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_wanted_bits", WebGPUArray.from(atomic_u32), true);
168
+
169
+ /**
170
+ * The wanted bits, read plainly once want has set them.
171
+ * @type {ShaderResourceDescriptor}
172
+ */
173
+ export const PROBE_WANTED_BITS_READ_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_wanted_bits", WebGPUArray.u32);
174
+
175
+ /**
176
+ * The probes the frame updates, as the due passes list them, at most U (§8.5).
177
+ * @type {ShaderResourceDescriptor}
178
+ */
179
+ export const PROBE_TRACE_WRITE_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_trace", COLLECTION_U32_STRUCT_WRITE, true);
180
+
181
+ /**
182
+ * The probes the frame updates, as the update's passes read them: a reader clamps the count to U.
183
+ * @type {ShaderResourceDescriptor}
184
+ */
185
+ export const PROBE_TRACE_READ_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_trace", COLLECTION_U32_STRUCT_READ);
186
+
187
+ /**
188
+ * The keys wanted this frame, each once, as want lists them.
189
+ * @type {ShaderResourceDescriptor}
190
+ */
191
+ export const PROBE_WANTED_WRITE_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_wanted", COLLECTION_U32_STRUCT_WRITE, true);
192
+
193
+ /**
194
+ * The keys wanted this frame, as admit reads them.
195
+ * @type {ShaderResourceDescriptor}
196
+ */
197
+ export const PROBE_WANTED_READ_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_wanted", COLLECTION_U32_STRUCT_READ);
198
+
199
+ /**
200
+ * The indirect commands, as the one-thread passes write them.
201
+ * @type {ShaderResourceDescriptor}
202
+ */
203
+ export const PROBE_DISPATCH_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_dispatch", WebGPUArray.u32, true);
204
+
205
+ /**
206
+ * The origins of the probes the frame updates, by their place in the trace list: the probe where
207
+ * relocation left it, and its spacing, `vec4<f32>(origin, spacing)`.
208
+ * @type {ShaderResourceDescriptor}
209
+ */
210
+ export const PROBE_ORIGINS_WRITE_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_origins", WebGPUArray.from(vec4f), true);
211
+
212
+ /**
213
+ * The origins, as the passes after relocation read them.
214
+ * @type {ShaderResourceDescriptor}
215
+ */
216
+ export const PROBE_ORIGINS_READ_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_origins", WebGPUArray.from(vec4f));
217
+
218
+ /**
219
+ * The frame's rays, R a listed probe, as trace writes them and shade rewrites their light.
220
+ * @type {ShaderResourceDescriptor}
221
+ */
222
+ export const PROBE_RAYS_WRITE_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_rays", WebGPUArray.from(PROBE_RAY_STRUCT), true);
223
+
224
+ /**
225
+ * The frame's rays, as the passes after trace read them.
226
+ * @type {ShaderResourceDescriptor}
227
+ */
228
+ export const PROBE_RAYS_READ_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_rays", WebGPUArray.from(PROBE_RAY_STRUCT));
229
+
230
+ /**
231
+ * The listed probes' maps, as accumulation writes them for projection and publish, in list order,
232
+ * `probe_clipmap_maps_words` a probe.
233
+ * @type {ShaderResourceDescriptor}
234
+ */
235
+ export const PROBE_MAPS_WRITE_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_maps", WebGPUArray.u32, true);
236
+
237
+ /**
238
+ * The listed probes' maps, as projection and publish read them.
239
+ * @type {ShaderResourceDescriptor}
240
+ */
241
+ export const PROBE_MAPS_READ_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_maps", WebGPUArray.u32);
242
+
243
+ /**
244
+ * A row of a listed probe's radiance map, projected: its irradiance SH, and its rays this update.
245
+ * @type {WebGPUStruct}
246
+ */
247
+ export const PROBE_PROJECTION_ROW_STRUCT = WebGPUStruct.from({
248
+ sh: METRO_L1_IRRADIANCE_STRUCT,
249
+ /** the update's rays that resolved, a back face's among them */
250
+ resolved: u32,
251
+ /** of them, the back faces */
252
+ back_faces: u32,
253
+ }, "ProbeProjectionRow");
254
+
255
+ /**
256
+ * The listed probes' rows, n_r a probe, as the projection's rows write them.
257
+ * @type {ShaderResourceDescriptor}
258
+ */
259
+ export const PROBE_PROJECTION_WRITE_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_projection", WebGPUArray.from(PROBE_PROJECTION_ROW_STRUCT), true);
260
+
261
+ /**
262
+ * The listed probes' rows, as the probes' projection sums them.
263
+ * @type {ShaderResourceDescriptor}
264
+ */
265
+ export const PROBE_PROJECTION_READ_RESOURCE = ShaderResourceDescriptor.storageBuffer("probe_projection", WebGPUArray.from(PROBE_PROJECTION_ROW_STRUCT));
266
+
267
+ /**
268
+ * The radiance atlas, `rgba16float`, as its readers sample it: a tile a slot, a texel of skirt around
269
+ * each n_r² map, the texel's count of samples in alpha.
270
+ * @type {ShaderResourceDescriptor}
271
+ */
272
+ export const PROBE_RADIANCE_HISTORY_RESOURCE = ShaderResourceDescriptor.texture("probe_radiance", "float", "2d");
273
+
274
+ /**
275
+ * The depth atlas, `rg16float`, as its readers sample it: a tile a slot, the moments of depth in
276
+ * spacings.
277
+ * @type {ShaderResourceDescriptor}
278
+ */
279
+ export const PROBE_DEPTH_HISTORY_RESOURCE = ShaderResourceDescriptor.texture("probe_depth", "float", "2d");
280
+
281
+ /**
282
+ * The radiance atlas, as publish stores into it.
283
+ * @type {ShaderResourceDescriptor}
284
+ */
285
+ export const PROBE_RADIANCE_STORE_RESOURCE = ShaderResourceDescriptor.storageTexture("probe_radiance", "rgba16float", "2d", "write-only");
286
+
287
+ /**
288
+ * The depth atlas, as publish stores into it.
289
+ * @type {ShaderResourceDescriptor}
290
+ */
291
+ export const PROBE_DEPTH_STORE_RESOURCE = ShaderResourceDescriptor.storageTexture("probe_depth", "rg16float", "2d", "write-only");
292
+
293
+ /**
294
+ * The probe clipmap's layout as WGSL constants, and what a key, a state word and a lattice point's
295
+ * place are.
296
+ *
297
+ * ```wgsl
298
+ * fn probe_clipmap_key(cascade: u32, storage: vec3<u32>, resolution: u32) -> u32
299
+ * fn probe_clipmap_key_cascade(key: u32, resolution: u32) -> u32
300
+ * fn probe_clipmap_key_storage(key: u32, resolution: u32) -> vec3<u32>
301
+ * fn probe_clipmap_indirection_texel(cascade: u32, storage: vec3<u32>, resolution: u32) -> vec3<u32>
302
+ * fn probe_clipmap_window_point(storage: vec3<u32>, corner: vec3<i32>, resolution: u32) -> vec3<i32> // the point a window holds there
303
+ * fn probe_state_kind(state: u32) -> u32 // of the state's first word
304
+ * fn probe_state_updates(state: u32) -> u32
305
+ * fn probe_state(kind: u32, updates: u32) -> u32
306
+ * fn probe_clipmap_offset_encode(offset: vec3<f32>, spacing: f32) -> u32 // the state's second word
307
+ * fn probe_clipmap_offset_decode(word: u32, spacing: f32) -> vec3<f32>
308
+ * fn probe_clipmap_maps_words(radiance_resolution: u32, depth_resolution: u32) -> u32 // a listed probe's, in probe_maps
309
+ * ```
310
+ *
311
+ * The offset's fields are of `PROBE_RELOCATION_LIMIT` of the spacing, 511 steps each way: under a
312
+ * thousandth of the spacing apart, and zero at the lattice point.
313
+ *
314
+ * @type {CodeChunk}
315
+ */
316
+ export const chunk_probe_clipmap = CodeChunk.from(
317
+ //language=WGSL
318
+ `
319
+ const PROBE_CLIPMAP_NONE = ${PROBE_CLIPMAP_NONE}u;
320
+
321
+ const PROBE_STATE_FREE = ${PROBE_STATE_FREE}u;
322
+ const PROBE_STATE_NEW = ${PROBE_STATE_NEW}u;
323
+ const PROBE_STATE_ALIVE = ${PROBE_STATE_ALIVE}u;
324
+ const PROBE_STATE_DEAD = ${PROBE_STATE_DEAD}u;
325
+
326
+ const PROBE_COUNTER_FREE = ${PROBE_COUNTER_FREE}u;
327
+ const PROBE_COUNTER_STARVED = ${PROBE_COUNTER_STARVED}u;
328
+ const PROBE_COUNTER_PERIOD = ${PROBE_COUNTER_PERIOD}u;
329
+
330
+ const PROBE_DISPATCH_ACTIVE = ${PROBE_DISPATCH_ACTIVE}u;
331
+ const PROBE_DISPATCH_ADMIT = ${PROBE_DISPATCH_ADMIT}u;
332
+ const PROBE_DISPATCH_TRACED = ${PROBE_DISPATCH_TRACED}u;
333
+ const PROBE_DISPATCH_RAYS = ${PROBE_DISPATCH_RAYS}u;
334
+ const PROBE_DISPATCH_TEXELS = ${PROBE_DISPATCH_TEXELS}u;
335
+ const PROBE_DISPATCH_ROWS = ${PROBE_DISPATCH_ROWS}u;
336
+ const PROBE_DISPATCH_PUBLISH = ${PROBE_DISPATCH_PUBLISH}u;
337
+
338
+ const PROBE_RAY_KIND_MASK = ${PROBE_RAY_KIND_MASK}u;
339
+ const PROBE_RAY_BACK_FACE = ${PROBE_RAY_BACK_FACE}u;
340
+ const PROBE_RAY_CASCADE_SHIFT = ${PROBE_RAY_CASCADE_SHIFT}u;
341
+
342
+ const PROBE_THREAD_WORKGROUP_SIZE = ${PROBE_THREAD_WORKGROUP_SIZE}u;
343
+ const PROBE_BLEND_SKIRT = ${PROBE_BLEND_SKIRT}.0;
344
+
345
+ fn probe_clipmap_key(cascade: u32, storage: vec3<u32>, resolution: u32) -> u32 {
346
+ return (cascade * resolution + storage.z) * resolution * resolution + storage.y * resolution + storage.x;
347
+ }
348
+
349
+ fn probe_clipmap_key_cascade(key: u32, resolution: u32) -> u32 {
350
+ return key / (resolution * resolution * resolution);
351
+ }
352
+
353
+ fn probe_clipmap_key_storage(key: u32, resolution: u32) -> vec3<u32> {
354
+ return vec3<u32>(key % resolution, (key / resolution) % resolution, (key / (resolution * resolution)) % resolution);
355
+ }
356
+
357
+ fn probe_clipmap_indirection_texel(cascade: u32, storage: vec3<u32>, resolution: u32) -> vec3<u32> {
358
+ return vec3<u32>(storage.x, storage.y, storage.z + cascade * resolution);
359
+ }
360
+
361
+ fn probe_clipmap_window_point(storage: vec3<u32>, corner: vec3<i32>, resolution: u32) -> vec3<i32> {
362
+ let n = vec3<i32>(i32(resolution));
363
+
364
+ return corner + mod_v3i(vec3<i32>(storage) - corner, n);
365
+ }
366
+
367
+ fn probe_state_kind(state: u32) -> u32 {
368
+ return state & ${PROBE_STATE_KIND_MASK}u;
369
+ }
370
+
371
+ fn probe_state_updates(state: u32) -> u32 {
372
+ return state >> ${PROBE_STATE_UPDATES_SHIFT}u;
373
+ }
374
+
375
+ fn probe_state(kind: u32, updates: u32) -> u32 {
376
+ return kind | (updates << ${PROBE_STATE_UPDATES_SHIFT}u);
377
+ }
378
+
379
+ fn probe_clipmap_maps_words(radiance_resolution: u32, depth_resolution: u32) -> u32 {
380
+ return 3u * radiance_resolution * radiance_resolution + depth_resolution * depth_resolution;
381
+ }
382
+
383
+ fn probe_clipmap_offset_encode(offset: vec3<f32>, spacing: f32) -> u32 {
384
+ let steps = vec3<i32>(round(clamp(offset / (${PROBE_RELOCATION_LIMIT} * spacing), vec3<f32>(-1.0), vec3<f32>(1.0)) * 511.0));
385
+ let fields = vec3<u32>(steps) & vec3<u32>(1023u);
386
+
387
+ return fields.x | (fields.y << 10u) | (fields.z << 20u);
388
+ }
389
+
390
+ fn probe_clipmap_offset_decode(word: u32, spacing: f32) -> vec3<f32> {
391
+ let signed = i32(word);
392
+ let steps = vec3<i32>(extractBits(signed, 0u, 10u), extractBits(signed, 10u, 10u), extractBits(signed, 20u, 10u));
393
+
394
+ return vec3<f32>(steps) * (${PROBE_RELOCATION_LIMIT} * spacing / 511.0);
395
+ }
396
+ `, [
397
+ PROBE_RECORD_STRUCT.declaration_chunk,
398
+ chunk_mod_v3i,
399
+ ]);
400
+
401
+ /**
402
+ * Which octahedral radiance texel a ray of an update is, and the way back (§8.6). An update casts R rays
403
+ * over the n_r² texels:
404
+ * - with R at least the texels, ray `i` is texel `i mod n_r²`, its `⌊i / n_r²⌋`-th ray;
405
+ * - below them, ray `i` of update `u` is texel `(u·R + i) mod n_r²` under the bit reversal of the
406
+ * texels' indices, so that each run of n_r²/R updates covers every texel once, and each update's
407
+ * texels spread over the sphere. The pattern repeats every n_r²/R updates, which keeps the product
408
+ * in range.
409
+ *
410
+ * Both R and n_r² are powers of two.
411
+ *
412
+ * ```wgsl
413
+ * fn probe_clipmap_ray_texel(ray: u32, updates: u32, rays: u32, texels: u32) -> u32
414
+ * fn probe_clipmap_texel_ray(texel: u32, round: u32, updates: u32, rays: u32, texels: u32) -> u32 // its round-th ray, or PROBE_CLIPMAP_NONE
415
+ * ```
416
+ *
417
+ * @type {CodeChunk}
418
+ */
419
+ export const chunk_probe_clipmap_ray_texel = CodeChunk.from(
420
+ //language=WGSL
421
+ `
422
+ fn probe_clipmap_ray_reverse(index: u32, texels: u32) -> u32 {
423
+ return reverseBits(index) >> (32u - countTrailingZeros(texels));
424
+ }
425
+
426
+ fn probe_clipmap_ray_texel(ray: u32, updates: u32, rays: u32, texels: u32) -> u32 {
427
+ if (rays >= texels) {
428
+ return ray % texels;
429
+ }
430
+
431
+ let first = (updates % (texels / rays)) * rays;
432
+
433
+ return probe_clipmap_ray_reverse((first + ray) % texels, texels);
434
+ }
435
+
436
+ fn probe_clipmap_texel_ray(texel: u32, round: u32, updates: u32, rays: u32, texels: u32) -> u32 {
437
+ if (rays >= texels) {
438
+ return select(PROBE_CLIPMAP_NONE, round * texels + texel, round < rays / texels);
439
+ }
440
+
441
+ let first = (updates % (texels / rays)) * rays;
442
+ let ray = (probe_clipmap_ray_reverse(texel, texels) + texels - first) % texels;
443
+
444
+ return select(PROBE_CLIPMAP_NONE, ray, round == 0u && ray < rays);
445
+ }
446
+ `, [
447
+ chunk_probe_clipmap,
448
+ ]);