@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 +1,41 @@
1
+ /**
2
+ * The tolerance a card's depth is held to at a GI hit, in voxels of the hit's brick cascade: a hit is
3
+ * only as exact as its cascade, and UE's bias for a global-SDF hit is three half-voxels of its clipmap
4
+ * (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.6).
5
+ * @type {number}
6
+ */
7
+ export const PROBE_HIT_SURFACE_TOLERANCE_VOXELS: number;
8
+ /**
9
+ * The resident materials' table, as the ray passes read it: `materials[mesh.material]`.
10
+ * @type {ShaderResourceDescriptor}
11
+ */
12
+ export const PROBE_HIT_MATERIALS_RESOURCE: ShaderResourceDescriptor;
13
+ /**
14
+ * Each resident texture slot's mean, `GPUResidentMaterialContext.buffer_texture_means`.
15
+ * @type {ShaderResourceDescriptor}
16
+ */
17
+ export const PROBE_HIT_TEXTURE_MEANS_RESOURCE: ShaderResourceDescriptor;
18
+ /**
19
+ * What a GI hit's surface is (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.6), its diffuse albedo and its
20
+ * emissive, from the `meshes` row the hit is on:
21
+ *
22
+ * ```wgsl
23
+ * fn probe_clipmap_hit_surface(row: u32, position: vec3<f32>, normal: vec3<f32>, voxel: f32) -> ProbeClipmapHitSurface
24
+ * ```
25
+ *
26
+ * - **The cards**: the row's card set, when it has one readers may use, asked at the hit moved into
27
+ * the geometry's local space through its node, the normal by the transpose of the node's linear
28
+ * part, and the tolerance {@link PROBE_HIT_SURFACE_TOLERANCE_VOXELS} voxels of the hit's cascade,
29
+ * `voxel`, in local units by the transform's mean scale, the cube root of its determinant.
30
+ * - **The material's mean**, where no card set is resident or no card sees the hit: the colour factor
31
+ * × the albedo slot's mean colour × (1 − the metallic factor × the ORM slot's mean metalness), and the
32
+ * emissive factor × the emissive slot's mean. What a card would have held, Lumen's diffuse colour,
33
+ * from the means of what it is made of.
34
+ * - **Row 0** names no object, the scene root never being a mesh: the hit is black.
35
+ *
36
+ * @type {CodeChunk}
37
+ */
38
+ export const chunk_probe_clipmap_hit_surface: CodeChunk;
39
+ import { ShaderResourceDescriptor } from "../../../shader/resource/ShaderResourceDescriptor.js";
40
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
41
+ //# sourceMappingURL=chunk_probe_clipmap_hit_surface.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_probe_clipmap_hit_surface.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.js"],"names":[],"mappings":"AAcA;;;;;GAKG;AACH,iDAFU,MAAM,CAEsC;AAEtD;;;GAGG;AACH,2CAFU,wBAAwB,CAEsF;AAExH;;;GAGG;AACH,+CAFU,wBAAwB,CAE+F;AAEjI;;;;;;;;;;;;;;;;;;;GAmBG;AACH,8CAFU,SAAS,CAoDZ;yCA9FkC,sDAAsD;0BADrE,uCAAuC"}
@@ -0,0 +1,110 @@
1
+ import { GPU_DATABASE_NULL } from "../../../buffer/table/GPU_DATABASE_NULL.js";
2
+ import { chunk_mesh_card_surface } from "../../../geometry/sdf/cards/chunk_mesh_card_surface.js";
3
+ import { MESH_CARD_ROWS_RESOURCE } from "../../../geometry/sdf/cards/MESH_CARD_RESOURCES.js";
4
+ import { INDIRECT_MATERIAL_ARRAY_TYPE } from "../../../material/resident/INDIRECT_MATERIAL_ARRAY_TYPE.js";
5
+ import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
6
+ import { SCENE_DATABASE_RESOURCE } from "../../../scene/SCENE_DATABASE_RESOURCE.js";
7
+ import { chunk_mat4_inverse } from "../../../shader/chunk/geometry/mat4/chunk_mat4_inverse.js";
8
+ import { chunk_mat4_linear_determinant } from "../../../shader/chunk/geometry/mat4/chunk_mat4_linear_determinant.js";
9
+ import { chunk_albedo_unpremultiply } from "../../../shader/chunk/material/chunk_albedo_unpremultiply.js";
10
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
11
+ import { ShaderResourceDescriptor } from "../../../shader/resource/ShaderResourceDescriptor.js";
12
+ import { vec4f } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
13
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
14
+
15
+ /**
16
+ * The tolerance a card's depth is held to at a GI hit, in voxels of the hit's brick cascade: a hit is
17
+ * only as exact as its cascade, and UE's bias for a global-SDF hit is three half-voxels of its clipmap
18
+ * (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.6).
19
+ * @type {number}
20
+ */
21
+ export const PROBE_HIT_SURFACE_TOLERANCE_VOXELS = 1.5;
22
+
23
+ /**
24
+ * The resident materials' table, as the ray passes read it: `materials[mesh.material]`.
25
+ * @type {ShaderResourceDescriptor}
26
+ */
27
+ export const PROBE_HIT_MATERIALS_RESOURCE = ShaderResourceDescriptor.uniform("materials", INDIRECT_MATERIAL_ARRAY_TYPE);
28
+
29
+ /**
30
+ * Each resident texture slot's mean, `GPUResidentMaterialContext.buffer_texture_means`.
31
+ * @type {ShaderResourceDescriptor}
32
+ */
33
+ export const PROBE_HIT_TEXTURE_MEANS_RESOURCE = ShaderResourceDescriptor.storageBuffer("texture_means", WebGPUArray.from(vec4f));
34
+
35
+ /**
36
+ * What a GI hit's surface is (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.6), its diffuse albedo and its
37
+ * emissive, from the `meshes` row the hit is on:
38
+ *
39
+ * ```wgsl
40
+ * fn probe_clipmap_hit_surface(row: u32, position: vec3<f32>, normal: vec3<f32>, voxel: f32) -> ProbeClipmapHitSurface
41
+ * ```
42
+ *
43
+ * - **The cards**: the row's card set, when it has one readers may use, asked at the hit moved into
44
+ * the geometry's local space through its node, the normal by the transpose of the node's linear
45
+ * part, and the tolerance {@link PROBE_HIT_SURFACE_TOLERANCE_VOXELS} voxels of the hit's cascade,
46
+ * `voxel`, in local units by the transform's mean scale, the cube root of its determinant.
47
+ * - **The material's mean**, where no card set is resident or no card sees the hit: the colour factor
48
+ * × the albedo slot's mean colour × (1 − the metallic factor × the ORM slot's mean metalness), and the
49
+ * emissive factor × the emissive slot's mean. What a card would have held, Lumen's diffuse colour,
50
+ * from the means of what it is made of.
51
+ * - **Row 0** names no object, the scene root never being a mesh: the hit is black.
52
+ *
53
+ * @type {CodeChunk}
54
+ */
55
+ export const chunk_probe_clipmap_hit_surface = CodeChunk.from(
56
+ //language=WGSL
57
+ `
58
+ struct ProbeClipmapHitSurface {
59
+ albedo: vec3<f32>,
60
+ emissive: vec3<f32>,
61
+ }
62
+
63
+ fn probe_clipmap_hit_surface(row: u32, position: vec3<f32>, normal: vec3<f32>, voxel: f32) -> ProbeClipmapHitSurface {
64
+ var out: ProbeClipmapHitSurface;
65
+
66
+ if (row == 0u) {
67
+ return out;
68
+ }
69
+
70
+ let mesh = scene_read_mesh(&scene_database, row);
71
+ let card_set = mesh_card_rows[row];
72
+
73
+ if (card_set != ${GPU_DATABASE_NULL}u) {
74
+ let global = scene_read_node(&scene_database, mesh.node).global;
75
+ let linear = mat3x3<f32>(global[0].xyz, global[1].xyz, global[2].xyz);
76
+
77
+ let p = (mat4_inverse(global) * vec4<f32>(position, 1.0)).xyz;
78
+ let n = normalize(transpose(linear) * normal);
79
+ let scale = pow(abs(mat4_linear_determinant(global)), 1.0 / 3.0);
80
+
81
+ let seen = mesh_card_surface(card_set, p, n, ${PROBE_HIT_SURFACE_TOLERANCE_VOXELS.toFixed(1)} * voxel / scale);
82
+
83
+ if (seen.found) {
84
+ out.albedo = seen.albedo;
85
+ out.emissive = seen.emissive;
86
+
87
+ return out;
88
+ }
89
+ }
90
+
91
+ let material = materials[mesh.material];
92
+ let metalness = material.metallic_factor * texture_means[material.texture_orm].b;
93
+
94
+ out.albedo = albedo_unpremultiply(texture_means[material.texture_albedo]) * material.color_albedo.rgb * (1.0 - metalness);
95
+ out.emissive = texture_means[material.texture_emissive].rgb * material.emissive_factor;
96
+
97
+ return out;
98
+ }
99
+ `, [
100
+ chunk_scene_database_access,
101
+ chunk_mat4_inverse,
102
+ chunk_mat4_linear_determinant,
103
+ chunk_albedo_unpremultiply,
104
+ chunk_mesh_card_surface,
105
+ ]);
106
+
107
+ chunk_probe_clipmap_hit_surface.requireResource(SCENE_DATABASE_RESOURCE);
108
+ chunk_probe_clipmap_hit_surface.requireResource(MESH_CARD_ROWS_RESOURCE);
109
+ chunk_probe_clipmap_hit_surface.requireResource(PROBE_HIT_MATERIALS_RESOURCE);
110
+ chunk_probe_clipmap_hit_surface.requireResource(PROBE_HIT_TEXTURE_MEANS_RESOURCE);
@@ -0,0 +1,30 @@
1
+ /**
2
+ * @type {WebGPUStruct}
3
+ */
4
+ export const PROBE_ACCUMULATE_SETTINGS: WebGPUStruct;
5
+ /**
6
+ * Accumulate (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.8): a thread a texel of each listed probe's maps,
7
+ * the n_r² radiance texels then the n_d² depth texels, dispatched through `PROBE_DISPATCH_TEXELS`. Each
8
+ * gathers its own rays and writes the texel, blended with its history, to the probe's maps in
9
+ * `probe_maps` (`probe_clipmap_maps_words`): two words a radiance texel, rgba as half floats; then a
10
+ * word a radiance texel, its rays this update, resolved in the low half and back faces in the high,
11
+ * which classification sums; then a word a depth texel, its moments as half floats.
12
+ *
13
+ * - **Radiance**: the mean of the texel's resolved rays, a back face's being zero, blended by
14
+ * α = max(1/(a+1), 1 − e^(−Δt·p/τ)). a is the texel's own count of the updates that reached it, held
15
+ * in its alpha; p the updates between a texel's rays, n_r²/R below one ray a texel. Counting a texel
16
+ * rather than the probe keeps α right where an update covers a subset: a texel's first ray is taken
17
+ * whole whenever it comes. A texel no ray reached keeps its history.
18
+ * - **Depth**: the moments (d, d²) of the rays landing in the texel, in spacings: a miss √3, a back
19
+ * face 0.2·t (DDGI 2021's shortening), a hit t, every sample held to √3 (D9). Blended by the probe's
20
+ * α = max(1/(n+1), 1 − e^(−Δt/τ)), n its updates. At most 64 rays a texel, which the settings hold
21
+ * R to (R ≤ 64·n_d²).
22
+ * - **A new probe's history is another probe's**, its slot's last owner: on its first update a texel
23
+ * no ray reached is cleared, radiance to nothing seen, depth to the moments of a miss.
24
+ *
25
+ * @type {ComputeShader}
26
+ */
27
+ export const shader_probe_clipmap_accumulate: ComputeShader;
28
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
29
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
30
+ //# sourceMappingURL=shader_probe_clipmap_accumulate.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_probe_clipmap_accumulate.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_accumulate.js"],"names":[],"mappings":"AA4BA;;GAEG;AACH,wCAFU,YAAY,CAmBQ;AAgB9B;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,8CAFU,aAAa,CAgLpB;6BA9P0B,sCAAsC;8BAHrC,kCAAkC"}
@@ -0,0 +1,261 @@
1
+ import { chunk_folded_workgroup_index } from "../../../shader/chunk/grid/chunk_folded_workgroup_index.js";
2
+ import { chunk_index_to_grid2d } from "../../../shader/chunk/grid/chunk_index_to_grid2d.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 { f32, u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
7
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
8
+ import { BRICK_TRACE_MISS, BRICK_TRACE_UNRESOLVED } from "../brick/BRICK_CLIPMAP.js";
9
+ import {
10
+ chunk_probe_clipmap,
11
+ chunk_probe_clipmap_ray_texel,
12
+ PROBE_DEPTH_HISTORY_RESOURCE,
13
+ PROBE_MAPS_WRITE_RESOURCE,
14
+ PROBE_ORIGINS_READ_RESOURCE,
15
+ PROBE_RADIANCE_HISTORY_RESOURCE,
16
+ PROBE_RAY_STRUCT,
17
+ PROBE_RAYS_READ_RESOURCE,
18
+ PROBE_RECORDS_READ_RESOURCE,
19
+ PROBE_STATES_READ_RESOURCE,
20
+ PROBE_TRACE_READ_RESOURCE
21
+ } from "./chunk_probe_clipmap.js";
22
+ import {
23
+ PROBE_BACK_FACE_DEPTH,
24
+ PROBE_DEPTH_LIMIT,
25
+ PROBE_RADIANCE_SAMPLES_LIMIT,
26
+ PROBE_THREAD_WORKGROUP_SIZE
27
+ } from "./PROBE_CLIPMAP.js";
28
+
29
+ /**
30
+ * @type {WebGPUStruct}
31
+ */
32
+ export const PROBE_ACCUMULATE_SETTINGS = WebGPUStruct.from({
33
+ /** probes a frame updates at most: the trace list's bound */
34
+ trace_capacity: u32,
35
+ /** rays an update casts, R */
36
+ rays_per_probe: u32,
37
+ /** octahedral radiance texels a side, n_r */
38
+ radiance_resolution: u32,
39
+ /** octahedral depth texels a side, n_d */
40
+ depth_resolution: u32,
41
+ /** tiles a row of the radiance atlas */
42
+ radiance_tiles_per_row: u32,
43
+ /** tiles a row of the depth atlas */
44
+ depth_tiles_per_row: u32,
45
+ /** the frame's time on the records' clock, seconds */
46
+ time: f32,
47
+ /** the blend's response time, τ, seconds */
48
+ response_time: f32,
49
+ }, "ProbeAccumulateSettings");
50
+
51
+ const resources = new ShaderResourceSetDescriptor();
52
+
53
+ resources.setImmediate("settings", PROBE_ACCUMULATE_SETTINGS);
54
+
55
+ resources.createGroup()
56
+ .add(PROBE_TRACE_READ_RESOURCE)
57
+ .add(PROBE_ORIGINS_READ_RESOURCE)
58
+ .add(PROBE_RAYS_READ_RESOURCE)
59
+ .add(PROBE_STATES_READ_RESOURCE)
60
+ .add(PROBE_RECORDS_READ_RESOURCE)
61
+ .add(PROBE_MAPS_WRITE_RESOURCE)
62
+ .add(PROBE_RADIANCE_HISTORY_RESOURCE)
63
+ .add(PROBE_DEPTH_HISTORY_RESOURCE);
64
+
65
+ /**
66
+ * Accumulate (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.8): a thread a texel of each listed probe's maps,
67
+ * the n_r² radiance texels then the n_d² depth texels, dispatched through `PROBE_DISPATCH_TEXELS`. Each
68
+ * gathers its own rays and writes the texel, blended with its history, to the probe's maps in
69
+ * `probe_maps` (`probe_clipmap_maps_words`): two words a radiance texel, rgba as half floats; then a
70
+ * word a radiance texel, its rays this update, resolved in the low half and back faces in the high,
71
+ * which classification sums; then a word a depth texel, its moments as half floats.
72
+ *
73
+ * - **Radiance**: the mean of the texel's resolved rays, a back face's being zero, blended by
74
+ * α = max(1/(a+1), 1 − e^(−Δt·p/τ)). a is the texel's own count of the updates that reached it, held
75
+ * in its alpha; p the updates between a texel's rays, n_r²/R below one ray a texel. Counting a texel
76
+ * rather than the probe keeps α right where an update covers a subset: a texel's first ray is taken
77
+ * whole whenever it comes. A texel no ray reached keeps its history.
78
+ * - **Depth**: the moments (d, d²) of the rays landing in the texel, in spacings: a miss √3, a back
79
+ * face 0.2·t (DDGI 2021's shortening), a hit t, every sample held to √3 (D9). Blended by the probe's
80
+ * α = max(1/(n+1), 1 − e^(−Δt/τ)), n its updates. At most 64 rays a texel, which the settings hold
81
+ * R to (R ≤ 64·n_d²).
82
+ * - **A new probe's history is another probe's**, its slot's last owner: on its first update a texel
83
+ * no ray reached is cleared, radiance to nothing seen, depth to the moments of a miss.
84
+ *
85
+ * @type {ComputeShader}
86
+ */
87
+ export const shader_probe_clipmap_accumulate = ComputeShader.from({
88
+ label: "Probe Clipmap Accumulate",
89
+ resources,
90
+ body: CodeChunk.from(
91
+ //language=WGSL
92
+ `
93
+ fn probe_accumulate_light(ray: ${PROBE_RAY_STRUCT.wgsl_ref}) -> vec3<f32> {
94
+ return vec3<f32>(unpack2x16float(ray.light_rg), unpack2x16float(ray.light_b).x);
95
+ }
96
+
97
+ // a ray's depth sample, in spacings: past a miss's, as far as a sample goes
98
+ fn probe_accumulate_depth(ray: ${PROBE_RAY_STRUCT.wgsl_ref}, spacing: f32) -> f32 {
99
+ if ((ray.flags & PROBE_RAY_KIND_MASK) == ${BRICK_TRACE_MISS}u) {
100
+ return ${PROBE_DEPTH_LIMIT};
101
+ }
102
+
103
+ let t = ray.t / spacing;
104
+
105
+ return min(select(t, ${PROBE_BACK_FACE_DEPTH} * t, (ray.flags & PROBE_RAY_BACK_FACE) != 0u), ${PROBE_DEPTH_LIMIT});
106
+ }
107
+
108
+ @compute @workgroup_size(${PROBE_THREAD_WORKGROUP_SIZE})
109
+ fn main(
110
+ @builtin(workgroup_id) workgroup_id: vec3<u32>,
111
+ @builtin(local_invocation_index) lane: u32,
112
+ ) {
113
+ let thread = folded_workgroup_index(workgroup_id) * PROBE_THREAD_WORKGROUP_SIZE + lane;
114
+
115
+ let n = settings.radiance_resolution;
116
+ let m = settings.depth_resolution;
117
+ let texels = n * n;
118
+ let per_probe = texels + m * m;
119
+
120
+ if (thread >= min(probe_trace.count, settings.trace_capacity) * per_probe) {
121
+ return;
122
+ }
123
+
124
+ let k = thread / per_probe;
125
+ let i = thread % per_probe;
126
+ let slot = probe_trace.elements[k];
127
+
128
+ let rays = settings.rays_per_probe;
129
+ let first_ray = k * rays;
130
+ let updates = probe_state_updates(probe_states[slot].x);
131
+ let elapsed = max(settings.time - probe_records[slot].traced_time, 0.0);
132
+ let rounds = max(rays / texels, 1u);
133
+
134
+ let maps = k * probe_clipmap_maps_words(n, m);
135
+
136
+ if (i < texels) {
137
+ var sum = vec3<f32>(0.0);
138
+ var count = 0u;
139
+ var back_faces = 0u;
140
+
141
+ for (var round = 0u; round < rounds; round++) {
142
+ let ray = probe_clipmap_texel_ray(i, round, updates, rays, texels);
143
+
144
+ if (ray == PROBE_CLIPMAP_NONE) {
145
+ continue;
146
+ }
147
+
148
+ let record = probe_rays[first_ray + ray];
149
+
150
+ if ((record.flags & PROBE_RAY_KIND_MASK) == ${BRICK_TRACE_UNRESOLVED}u) {
151
+ continue;
152
+ }
153
+
154
+ sum += probe_accumulate_light(record);
155
+ count++;
156
+ back_faces += select(0u, 1u, (record.flags & PROBE_RAY_BACK_FACE) != 0u);
157
+ }
158
+
159
+ let tile = index_to_grid2d(slot, settings.radiance_tiles_per_row) * (n + 2u) + 1u;
160
+ let history = select(textureLoad(probe_radiance, tile + vec2<u32>(i % n, i / n), 0), vec4<f32>(0.0), updates == 0u);
161
+
162
+ var texel = history;
163
+
164
+ if (count > 0u) {
165
+ let period = max(1.0, f32(texels) / f32(rays));
166
+ let alpha = max(1.0 / (history.a + 1.0), 1.0 - exp(-elapsed * period / settings.response_time));
167
+
168
+ texel = vec4<f32>(mix(history.rgb, sum / f32(count), alpha), min(history.a + 1.0, ${PROBE_RADIANCE_SAMPLES_LIMIT}.0));
169
+ }
170
+
171
+ probe_maps[maps + 2u * i] = pack2x16float(texel.rg);
172
+ probe_maps[maps + 2u * i + 1u] = pack2x16float(texel.ba);
173
+ probe_maps[maps + 2u * texels + i] = count | (back_faces << 16u);
174
+
175
+ return;
176
+ }
177
+
178
+ let j = i - texels;
179
+ let at = vec2<u32>(j % m, j / m);
180
+ let spacing = probe_origins[k].w;
181
+
182
+ var sum = vec2<f32>(0.0);
183
+ var count = 0u;
184
+
185
+ if (n >= m) {
186
+ // the radiance texels inside this one: their rays land in it
187
+ let f = n / m;
188
+
189
+ for (var v = 0u; v < f; v++) {
190
+ for (var u = 0u; u < f; u++) {
191
+ let texel = (at.y * f + v) * n + at.x * f + u;
192
+
193
+ for (var round = 0u; round < rounds; round++) {
194
+ let ray = probe_clipmap_texel_ray(texel, round, updates, rays, texels);
195
+
196
+ if (ray == PROBE_CLIPMAP_NONE) {
197
+ continue;
198
+ }
199
+
200
+ let record = probe_rays[first_ray + ray];
201
+
202
+ if ((record.flags & PROBE_RAY_KIND_MASK) == ${BRICK_TRACE_UNRESOLVED}u) {
203
+ continue;
204
+ }
205
+
206
+ let d = probe_accumulate_depth(record, spacing);
207
+
208
+ sum += vec2<f32>(d, d * d);
209
+ count++;
210
+ }
211
+ }
212
+ }
213
+ } else {
214
+ // the radiance texel this one is inside: those of its rays whose direction lands here
215
+ let f = m / n;
216
+ let texel = (at.y / f) * n + at.x / f;
217
+
218
+ for (var round = 0u; round < rounds; round++) {
219
+ let ray = probe_clipmap_texel_ray(texel, round, updates, rays, texels);
220
+
221
+ if (ray == PROBE_CLIPMAP_NONE) {
222
+ continue;
223
+ }
224
+
225
+ let record = probe_rays[first_ray + ray];
226
+ // the record holds the direction as its octahedral uv
227
+ let landing = min(vec2<u32>(unpack2x16unorm(record.direction) * f32(m)), vec2<u32>(m - 1u));
228
+
229
+ if (any(landing != at) || (record.flags & PROBE_RAY_KIND_MASK) == ${BRICK_TRACE_UNRESOLVED}u) {
230
+ continue;
231
+ }
232
+
233
+ let d = probe_accumulate_depth(record, spacing);
234
+
235
+ sum += vec2<f32>(d, d * d);
236
+ count++;
237
+ }
238
+ }
239
+
240
+ let tile = index_to_grid2d(slot, settings.depth_tiles_per_row) * (m + 2u) + 1u;
241
+
242
+ var moments = textureLoad(probe_depth, tile + at, 0).rg;
243
+
244
+ if (count > 0u) {
245
+ let alpha = max(1.0 / f32(updates + 1u), 1.0 - exp(-elapsed / settings.response_time));
246
+
247
+ moments = mix(moments, sum / f32(count), alpha);
248
+ } else if (updates == 0u) {
249
+ moments = vec2<f32>(${PROBE_DEPTH_LIMIT}, ${PROBE_DEPTH_LIMIT} * ${PROBE_DEPTH_LIMIT});
250
+ }
251
+
252
+ probe_maps[maps + 3u * texels + j] = pack2x16float(moments);
253
+ }
254
+ `, [
255
+ chunk_probe_clipmap,
256
+ chunk_probe_clipmap_ray_texel,
257
+ chunk_folded_workgroup_index,
258
+ chunk_index_to_grid2d,
259
+ PROBE_RAY_STRUCT.declaration_chunk,
260
+ ]),
261
+ });
@@ -0,0 +1,34 @@
1
+ /**
2
+ * @type {WebGPUStruct}
3
+ */
4
+ export const PROBE_ADMIT_COMMAND_SETTINGS: WebGPUStruct;
5
+ /**
6
+ * Admit's command (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.3): one thread, after want. A thread a
7
+ * wanted point, folded past the per-dimension limit, at `PROBE_DISPATCH_ADMIT`.
8
+ *
9
+ * @type {ComputeShader}
10
+ */
11
+ export const shader_probe_clipmap_admit_command: ComputeShader;
12
+ /**
13
+ * @type {WebGPUStruct}
14
+ */
15
+ export const PROBE_ADMIT_SETTINGS: WebGPUStruct;
16
+ /**
17
+ * Admit (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.3): a thread a point wanted this frame, dispatched
18
+ * through `PROBE_DISPATCH_ADMIT`.
19
+ *
20
+ * A point that has a probe has its wanted time brought to the frame's. One that has none pops a slot:
21
+ * the slot becomes a NEW probe at the point the cascade's window holds in that storage cell, with
22
+ * nothing traced, its indirection entry names it, and it goes on the frame's active list. A pop the
23
+ * free list cannot serve is counted, and the host grows the capacity on it (§7.10's pattern); the
24
+ * point is wanted again the next frame.
25
+ *
26
+ * Retire ran first, so an entry that names a slot names the probe of this very point: the window holds
27
+ * one point a storage cell, and a probe whose point left was freed.
28
+ *
29
+ * @type {ComputeShader}
30
+ */
31
+ export const shader_probe_clipmap_admit: ComputeShader;
32
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
33
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
34
+ //# sourceMappingURL=shader_probe_clipmap_admit.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_probe_clipmap_admit.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_admit.js"],"names":[],"mappings":"AAuBA;;GAEG;AACH,2CAFU,YAAY,CAKU;AAUhC;;;;;GAKG;AACH,iDAFU,aAAa,CAqBpB;AAEH;;GAEG;AACH,mCAFU,YAAY,CAWG;AAgBzB;;;;;;;;;;;;;;GAcG;AACH,yCAFU,aAAa,CA6DpB;6BAhK0B,sCAAsC;8BAHrC,kCAAkC"}
@@ -0,0 +1,169 @@
1
+ import { chunk_collection_u32_append } from "../../../gpu_primitive/chunk_collection_u32_append.js";
2
+ import { chunk_folded_dispatch } from "../../../gpu_primitive/indirect/chunk_folded_dispatch.js";
3
+ import { chunk_slot_stack } from "../../../gpu_primitive/slot_stack/chunk_slot_stack.js";
4
+ import { chunk_folded_workgroup_index } from "../../../shader/chunk/grid/chunk_folded_workgroup_index.js";
5
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
6
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
7
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
8
+ import { f32, u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
9
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
10
+ import {
11
+ chunk_probe_clipmap,
12
+ PROBE_ACTIVE_WRITE_RESOURCE,
13
+ PROBE_COUNTERS_RESOURCE,
14
+ PROBE_DISPATCH_RESOURCE,
15
+ PROBE_FREE_RESOURCE,
16
+ PROBE_INDIRECTION_STORE_RESOURCE,
17
+ PROBE_LEVELS_RESOURCE,
18
+ PROBE_RECORDS_STORE_RESOURCE,
19
+ PROBE_STATES_STORE_RESOURCE,
20
+ PROBE_WANTED_READ_RESOURCE
21
+ } from "./chunk_probe_clipmap.js";
22
+ import { PROBE_THREAD_WORKGROUP_SIZE } from "./PROBE_CLIPMAP.js";
23
+
24
+ /**
25
+ * @type {WebGPUStruct}
26
+ */
27
+ export const PROBE_ADMIT_COMMAND_SETTINGS = WebGPUStruct.from({
28
+ /** keys over every cascade: what the wanted list holds at most */
29
+ key_count: u32,
30
+ }, "ProbeAdmitCommandSettings");
31
+
32
+ const command_resources = new ShaderResourceSetDescriptor();
33
+
34
+ command_resources.setImmediate("settings", PROBE_ADMIT_COMMAND_SETTINGS);
35
+
36
+ command_resources.createGroup()
37
+ .add(PROBE_WANTED_READ_RESOURCE)
38
+ .add(PROBE_DISPATCH_RESOURCE);
39
+
40
+ /**
41
+ * Admit's command (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.3): one thread, after want. A thread a
42
+ * wanted point, folded past the per-dimension limit, at `PROBE_DISPATCH_ADMIT`.
43
+ *
44
+ * @type {ComputeShader}
45
+ */
46
+ export const shader_probe_clipmap_admit_command = ComputeShader.from({
47
+ label: "Probe Clipmap Admit Command",
48
+ resources: command_resources,
49
+ body: CodeChunk.from(
50
+ //language=WGSL
51
+ `
52
+ @compute @workgroup_size(1)
53
+ fn main() {
54
+ let wanted = min(probe_wanted.count, settings.key_count);
55
+ let folded = folded_dispatch((wanted + PROBE_THREAD_WORKGROUP_SIZE - 1u) / PROBE_THREAD_WORKGROUP_SIZE);
56
+
57
+ probe_dispatch[PROBE_DISPATCH_ADMIT] = folded.x;
58
+ probe_dispatch[PROBE_DISPATCH_ADMIT + 1u] = folded.y;
59
+ probe_dispatch[PROBE_DISPATCH_ADMIT + 2u] = folded.z;
60
+ }
61
+ `, [
62
+ chunk_probe_clipmap,
63
+ chunk_folded_dispatch,
64
+ ]),
65
+ });
66
+
67
+ /**
68
+ * @type {WebGPUStruct}
69
+ */
70
+ export const PROBE_ADMIT_SETTINGS = WebGPUStruct.from({
71
+ /** slots: the free list's bound, and the active list's */
72
+ capacity: u32,
73
+ /** lattice points a cascade's window has a side */
74
+ resolution: u32,
75
+ /** keys over every cascade: what the wanted list holds at most */
76
+ key_count: u32,
77
+ /** the frame's time, seconds since the clipmap was made */
78
+ time: f32,
79
+ }, "ProbeAdmitSettings");
80
+
81
+ const resources = new ShaderResourceSetDescriptor();
82
+
83
+ resources.setImmediate("settings", PROBE_ADMIT_SETTINGS);
84
+
85
+ resources.createGroup()
86
+ .add(PROBE_LEVELS_RESOURCE)
87
+ .add(PROBE_INDIRECTION_STORE_RESOURCE)
88
+ .add(PROBE_STATES_STORE_RESOURCE)
89
+ .add(PROBE_RECORDS_STORE_RESOURCE)
90
+ .add(PROBE_COUNTERS_RESOURCE)
91
+ .add(PROBE_FREE_RESOURCE)
92
+ .add(PROBE_WANTED_READ_RESOURCE)
93
+ .add(PROBE_ACTIVE_WRITE_RESOURCE);
94
+
95
+ /**
96
+ * Admit (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.3): a thread a point wanted this frame, dispatched
97
+ * through `PROBE_DISPATCH_ADMIT`.
98
+ *
99
+ * A point that has a probe has its wanted time brought to the frame's. One that has none pops a slot:
100
+ * the slot becomes a NEW probe at the point the cascade's window holds in that storage cell, with
101
+ * nothing traced, its indirection entry names it, and it goes on the frame's active list. A pop the
102
+ * free list cannot serve is counted, and the host grows the capacity on it (§7.10's pattern); the
103
+ * point is wanted again the next frame.
104
+ *
105
+ * Retire ran first, so an entry that names a slot names the probe of this very point: the window holds
106
+ * one point a storage cell, and a probe whose point left was freed.
107
+ *
108
+ * @type {ComputeShader}
109
+ */
110
+ export const shader_probe_clipmap_admit = ComputeShader.from({
111
+ label: "Probe Clipmap Admit",
112
+ resources,
113
+ body: CodeChunk.from(
114
+ //language=WGSL
115
+ `
116
+ @compute @workgroup_size(${PROBE_THREAD_WORKGROUP_SIZE})
117
+ fn main(
118
+ @builtin(workgroup_id) workgroup_id: vec3<u32>,
119
+ @builtin(local_invocation_index) lane: u32,
120
+ ) {
121
+ let index = folded_workgroup_index(workgroup_id) * PROBE_THREAD_WORKGROUP_SIZE + lane;
122
+
123
+ var slot = 0u;
124
+ var admitted = false;
125
+
126
+ if (index < min(probe_wanted.count, settings.key_count)) {
127
+ let resolution = settings.resolution;
128
+ let key = probe_wanted.elements[index];
129
+ let cascade = probe_clipmap_key_cascade(key, resolution);
130
+ let storage = probe_clipmap_key_storage(key, resolution);
131
+ let texel = probe_clipmap_indirection_texel(cascade, storage, resolution);
132
+ let entry = textureLoad(probe_indirection, texel).x;
133
+
134
+ if (entry != PROBE_CLIPMAP_NONE) {
135
+ probe_records[entry].wanted_time = settings.time;
136
+ } else {
137
+ slot = slot_stack_pop(&probe_counters[PROBE_COUNTER_FREE], &probe_free, settings.capacity);
138
+
139
+ if (slot == SLOT_STACK_NONE) {
140
+ atomicAdd(&probe_counters[PROBE_COUNTER_STARVED], 1u);
141
+ } else {
142
+ // field by field: nothing of the slot's last probe stays
143
+ probe_records[slot].cell = probe_clipmap_window_point(storage, probe_levels[cascade].corner, resolution);
144
+ probe_records[slot].cascade = cascade;
145
+ probe_records[slot].wanted_time = settings.time;
146
+ probe_records[slot].traced_time = settings.time;
147
+ probe_records[slot].back_face = 0.0;
148
+ probe_records[slot].sh.CoCg = vec2<f32>(0.0);
149
+ probe_records[slot].sh.Y = vec4<f32>(0.0);
150
+
151
+ // at its lattice point until its first update relocates it
152
+ probe_states[slot] = vec2<u32>(probe_state(PROBE_STATE_NEW, 0u), 0u);
153
+
154
+ textureStore(probe_indirection, texel, vec4<u32>(slot, 0u, 0u, 0u));
155
+
156
+ admitted = true;
157
+ }
158
+ }
159
+ }
160
+
161
+ collection_u32_append(&probe_active_write, admitted, slot, settings.capacity);
162
+ }
163
+ `, [
164
+ chunk_probe_clipmap,
165
+ chunk_folded_workgroup_index,
166
+ chunk_slot_stack,
167
+ chunk_collection_u32_append,
168
+ ]),
169
+ });