@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 +1,58 @@
1
+ import { UINT32_MAX } from "../../../../core/binary/UINT32_MAX.js";
2
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
3
+
4
+ /**
5
+ * What {@link chunk_slot_stack}'s pop hands back when the stack is empty: the engine's one "no index"
6
+ * word, which no capacity reaches.
7
+ *
8
+ * @type {number}
9
+ */
10
+ export const SLOT_STACK_NONE = UINT32_MAX;
11
+
12
+ /**
13
+ * A stack of free slot indices on the device: a count, and the array the slots sit in below it. A
14
+ * pool hands its slots out by popping and takes them back by pushing; the order inside is
15
+ * arbitrary, and what matters is that every free slot appears once (`shader_slot_stack_fill` makes a
16
+ * fresh one).
17
+ *
18
+ * ```wgsl
19
+ * fn slot_stack_pop(count: ptr<storage, atomic<u32>, read_write>, slots: ptr<storage, array<u32>, read_write>, capacity: u32) -> u32
20
+ * fn slot_stack_push(count: ptr<storage, atomic<u32>, read_write>, slots: ptr<storage, array<u32>, read_write>, slot: u32)
21
+ * ```
22
+ *
23
+ * **The pop's guard catches wrapped counts, not just zero.** When many threads race an empty stack,
24
+ * the first over-pop wraps the count to `0xFFFFFFFF` before its undo lands, and a concurrent thread
25
+ * then reads a huge old value. Testing only `== 0` would let it index `slots[old - 1]` with garbage and
26
+ * hand out a slot that is not free. The count never legitimately exceeds `capacity`, so `> capacity`
27
+ * names every wrapped state; each thread that subtracted adds back exactly once, so the count
28
+ * converges to 0.
29
+ *
30
+ * **Pushes and pops go in separate dispatches.** A pop can read a slot a concurrent push has counted
31
+ * but not yet written.
32
+ *
33
+ * @type {CodeChunk}
34
+ */
35
+ export const chunk_slot_stack = CodeChunk.from(
36
+ //language=WGSL
37
+ `
38
+ const SLOT_STACK_NONE = ${SLOT_STACK_NONE}u;
39
+
40
+ fn slot_stack_pop(count: ptr<storage, atomic<u32>, read_write>, slots: ptr<storage, array<u32>, read_write>, capacity: u32) -> u32 {
41
+ let old = atomicSub(count, 1u);
42
+
43
+ if (old == 0u || old > capacity) {
44
+ // empty, or wrapped by a race on an empty stack: undo the over-pop
45
+ atomicAdd(count, 1u);
46
+
47
+ return SLOT_STACK_NONE;
48
+ }
49
+
50
+ return (*slots)[old - 1u];
51
+ }
52
+
53
+ fn slot_stack_push(count: ptr<storage, atomic<u32>, read_write>, slots: ptr<storage, array<u32>, read_write>, slot: u32) {
54
+ let top = atomicAdd(count, 1u);
55
+
56
+ (*slots)[top] = slot;
57
+ }
58
+ `);
@@ -0,0 +1,31 @@
1
+ /**
2
+ * A slot stack ({@link chunk_slot_stack}) as a fresh pool leaves it: every slot free,
3
+ * `slots[i] = i`, bottom to top. The stack's count is the caller's to set to `capacity` beside it.
4
+ *
5
+ * The order within the stack is arbitrary and identity is simply the cheapest arrangement to write.
6
+ * What matters is that every slot appears exactly once: a repeat hands two owners one slot, and a gap
7
+ * strands a slot for the lifetime of the pool.
8
+ *
9
+ * ## Why this is a pass and not a host write
10
+ *
11
+ * Zero is not a valid stack — `slots[i] = 0` for every `i` is the same slot half a million times
12
+ * over — so the buffer WebGPU hands back has to be written before the first pop. Writing it from
13
+ * the host means a typed array the size of the stack (2 MiB for the particles' default capacity), a
14
+ * loop over every element of it, and a staged upload, all on the frame the pool is made. Here it is
15
+ * one store per slot with no host memory involved at all, and it leaves the stack `STORAGE` only:
16
+ * nothing else ever writes it from the host, so it needs no `COPY_DST` and stays off the driver's
17
+ * upload-friendly — and slower — path.
18
+ *
19
+ * ## Bounded launch, strided loop
20
+ *
21
+ * The capacity belongs to whoever makes the pool, and `capacity / workgroup_size` can pass
22
+ * `maxComputeWorkgroupsPerDimension` — a validation error for a direct dispatch, and worse than that
23
+ * for the indirect ones elsewhere in the engine, which simply do not run. So the caller clamps the
24
+ * launch and every lane strides through the stack by the whole grid: the fill covers any capacity,
25
+ * and a grid that happens to cover it in one pass costs one comparison to find out.
26
+ */
27
+ /** Lanes per workgroup. One store each, so this is sized for occupancy and nothing else. */
28
+ export const SLOT_STACK_FILL_WORKGROUP_SIZE: 256;
29
+ export const shader_slot_stack_fill: ComputeShader;
30
+ import { ComputeShader } from "../../shader/ComputeShader.js";
31
+ //# sourceMappingURL=shader_slot_stack_fill.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_slot_stack_fill.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/slot_stack/shader_slot_stack_fill.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AAEH,4FAA4F;AAC5F,iDAAkD;AAQlD,mDAmBG;8BA3D2B,+BAA+B"}
@@ -0,0 +1,62 @@
1
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { ComputeShader } from "../../shader/ComputeShader.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
6
+
7
+ /**
8
+ * A slot stack ({@link chunk_slot_stack}) as a fresh pool leaves it: every slot free,
9
+ * `slots[i] = i`, bottom to top. The stack's count is the caller's to set to `capacity` beside it.
10
+ *
11
+ * The order within the stack is arbitrary and identity is simply the cheapest arrangement to write.
12
+ * What matters is that every slot appears exactly once: a repeat hands two owners one slot, and a gap
13
+ * strands a slot for the lifetime of the pool.
14
+ *
15
+ * ## Why this is a pass and not a host write
16
+ *
17
+ * Zero is not a valid stack — `slots[i] = 0` for every `i` is the same slot half a million times
18
+ * over — so the buffer WebGPU hands back has to be written before the first pop. Writing it from
19
+ * the host means a typed array the size of the stack (2 MiB for the particles' default capacity), a
20
+ * loop over every element of it, and a staged upload, all on the frame the pool is made. Here it is
21
+ * one store per slot with no host memory involved at all, and it leaves the stack `STORAGE` only:
22
+ * nothing else ever writes it from the host, so it needs no `COPY_DST` and stays off the driver's
23
+ * upload-friendly — and slower — path.
24
+ *
25
+ * ## Bounded launch, strided loop
26
+ *
27
+ * The capacity belongs to whoever makes the pool, and `capacity / workgroup_size` can pass
28
+ * `maxComputeWorkgroupsPerDimension` — a validation error for a direct dispatch, and worse than that
29
+ * for the indirect ones elsewhere in the engine, which simply do not run. So the caller clamps the
30
+ * launch and every lane strides through the stack by the whole grid: the fill covers any capacity,
31
+ * and a grid that happens to cover it in one pass costs one comparison to find out.
32
+ */
33
+
34
+ /** Lanes per workgroup. One store each, so this is sized for occupancy and nothing else. */
35
+ export const SLOT_STACK_FILL_WORKGROUP_SIZE = 256;
36
+
37
+ const resources = new ShaderResourceSetDescriptor();
38
+
39
+ // per-dispatch, four bytes, read-only: immediate data rather than a uniform buffer holding one u32
40
+ resources.setImmediate("capacity", u32);
41
+ resources.createGroup().addStorageBuffer("slots", WebGPUArray.u32, true);
42
+
43
+ export const shader_slot_stack_fill = ComputeShader.from({
44
+ label: "Slot Stack Fill",
45
+ resources,
46
+ body: CodeChunk.from(
47
+ /* language=wgsl */
48
+ `
49
+ @compute @workgroup_size(${SLOT_STACK_FILL_WORKGROUP_SIZE}, 1, 1)
50
+ fn main(
51
+ @builtin(global_invocation_id) global_id : vec3<u32>,
52
+ @builtin(num_workgroups) group_count : vec3<u32>,
53
+ ) {
54
+ // The grid may be smaller than the stack; every lane keeps taking the next slot a whole grid on.
55
+ let stride = group_count.x * ${SLOT_STACK_FILL_WORKGROUP_SIZE}u;
56
+
57
+ for (var slot = global_id.x; slot < capacity; slot += stride) {
58
+ slots[slot] = slot;
59
+ }
60
+ }
61
+ `),
62
+ });
@@ -0,0 +1,21 @@
1
+ /** Lanes per workgroup. One push each, so this is sized for occupancy and nothing else. */
2
+ export const SLOT_STACK_PUSH_RANGE_WORKGROUP_SIZE: 256;
3
+ /**
4
+ * @type {WebGPUStruct}
5
+ */
6
+ export const SLOT_STACK_PUSH_RANGE_SETTINGS: WebGPUStruct;
7
+ /**
8
+ * Pushes the slots `first` to `first + count - 1` onto a live slot stack ({@link chunk_slot_stack}):
9
+ * the slots a pool gains when it grows. Unlike {@link shader_slot_stack_fill}, the stack may hold
10
+ * slots already, a count the host does not know, so each slot goes on with an atomic push; the order
11
+ * they land in is arbitrary.
12
+ *
13
+ * The launch is the caller's to clamp, as for the fill: every lane strides through the range by the
14
+ * whole grid.
15
+ *
16
+ * @type {ComputeShader}
17
+ */
18
+ export const shader_slot_stack_push_range: ComputeShader;
19
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
20
+ import { ComputeShader } from "../../shader/ComputeShader.js";
21
+ //# sourceMappingURL=shader_slot_stack_push_range.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_slot_stack_push_range.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/slot_stack/shader_slot_stack_push_range.js"],"names":[],"mappings":"AAQA,2FAA2F;AAC3F,uDAAwD;AAExD;;GAEG;AACH,6CAFU,YAAY,CASW;AAUjC;;;;;;;;;;GAUG;AACH,2CAFU,aAAa,CAoBpB;6BAvD0B,mCAAmC;8BAJlC,+BAA+B"}
@@ -0,0 +1,61 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { ComputeShader } from "../../shader/ComputeShader.js";
3
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
4
+ import { atomic_u32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
6
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
7
+ import { chunk_slot_stack } from "./chunk_slot_stack.js";
8
+
9
+ /** Lanes per workgroup. One push each, so this is sized for occupancy and nothing else. */
10
+ export const SLOT_STACK_PUSH_RANGE_WORKGROUP_SIZE = 256;
11
+
12
+ /**
13
+ * @type {WebGPUStruct}
14
+ */
15
+ export const SLOT_STACK_PUSH_RANGE_SETTINGS = WebGPUStruct.from({
16
+ /** the first slot pushed */
17
+ first: u32,
18
+ /** slots pushed, `first` on */
19
+ count: u32,
20
+ /** which word of `counts` is the stack's count */
21
+ counter: u32,
22
+ }, "SlotStackPushRangeSettings");
23
+
24
+ const resources = new ShaderResourceSetDescriptor();
25
+
26
+ resources.setImmediate("settings", SLOT_STACK_PUSH_RANGE_SETTINGS);
27
+
28
+ resources.createGroup()
29
+ .addStorageBuffer("counts", WebGPUArray.from(atomic_u32), true)
30
+ .addStorageBuffer("slots", WebGPUArray.u32, true);
31
+
32
+ /**
33
+ * Pushes the slots `first` to `first + count - 1` onto a live slot stack ({@link chunk_slot_stack}):
34
+ * the slots a pool gains when it grows. Unlike {@link shader_slot_stack_fill}, the stack may hold
35
+ * slots already, a count the host does not know, so each slot goes on with an atomic push; the order
36
+ * they land in is arbitrary.
37
+ *
38
+ * The launch is the caller's to clamp, as for the fill: every lane strides through the range by the
39
+ * whole grid.
40
+ *
41
+ * @type {ComputeShader}
42
+ */
43
+ export const shader_slot_stack_push_range = ComputeShader.from({
44
+ label: "Slot Stack Push Range",
45
+ resources,
46
+ body: CodeChunk.from(
47
+ //language=WGSL
48
+ `
49
+ @compute @workgroup_size(${SLOT_STACK_PUSH_RANGE_WORKGROUP_SIZE}, 1, 1)
50
+ fn main(
51
+ @builtin(global_invocation_id) global_id: vec3<u32>,
52
+ @builtin(num_workgroups) group_count: vec3<u32>,
53
+ ) {
54
+ let stride = group_count.x * ${SLOT_STACK_PUSH_RANGE_WORKGROUP_SIZE}u;
55
+
56
+ for (var i = global_id.x; i < settings.count; i += stride) {
57
+ slot_stack_push(&counts[settings.counter], &slots, settings.first + i);
58
+ }
59
+ }
60
+ `, [chunk_slot_stack]),
61
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"GPULightCollection.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/light/GPULightCollection.js"],"names":[],"mappings":"AAsDA;IAEI;;;;;OAKG;IACH,iCAFW,eAAe,QAOzB;IA6KD;;;;;;OAMG;IACH,sBALW,eAAe,aACf,eAAe,EA2CzB;IAnND;;;OAGG;IACH,6DAEC;IAeD;;OAEG;IACH,4BAEC;IAED;;;;;;OAMG;IACH,6BAEC;IAED;;;;;;;OAOG;IACH,qFAEC;IAWD;;OAEG;IACH,+CAEC;IA6DD;;;OAGG;IACH,qCAEC;IAED;;;;;;OAMG;IACH,gCAEC;IAED;;;;;;OAMG;IACH,yCAEC;IAGD,4BAMC;IAmMD;;;OAGG;IACH,YAFW,eAAe,QAoCzB;IAED;;;;;;;;;OASG;IACH,gBAFW,OAAO,+BAA+B,EAAE,YAAY,QAkC9D;IAED;;;;;;OAMG;IACH,uBAHW,sBAAsB,mCA6BhC;IAwED,gBAUC;;CACJ;8BAzlBY,OAAO,0CAA0C,EAAE,eAAe;8BAClE,OAAO,uBAAuB,EAAE,eAAe;8BAC/C,OAAO,6BAA6B,EAAE,eAAe;8BACrD,OAAO,sBAAsB,EAAE,eAAe;4BA/B/B,gCAAgC;yCACnB,2CAA2C;kCAClD,iCAAiC;uCAH5B,wCAAwC"}
1
+ {"version":3,"file":"GPULightCollection.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/light/GPULightCollection.js"],"names":[],"mappings":"AAsDA;IAEI;;;;;OAKG;IACH,iCAFW,eAAe,QAOzB;IA6KD;;;;;;OAMG;IACH,sBALW,eAAe,aACf,eAAe,EA2CzB;IAnND;;;OAGG;IACH,6DAEC;IAeD;;OAEG;IACH,4BAEC;IAED;;;;;;OAMG;IACH,6BAEC;IAED;;;;;;;OAOG;IACH,qFAEC;IAWD;;OAEG;IACH,+CAEC;IA6DD;;;OAGG;IACH,qCAEC;IAED;;;;;;OAMG;IACH,gCAEC;IAED;;;;;;OAMG;IACH,yCAEC;IAGD,4BAMC;IAoMD;;;OAGG;IACH,YAFW,eAAe,QAoCzB;IAED;;;;;;;;;OASG;IACH,gBAFW,OAAO,+BAA+B,EAAE,YAAY,QAkC9D;IAED;;;;;;OAMG;IACH,uBAHW,sBAAsB,mCA6BhC;IAwED,gBAUC;;CACJ;8BA1lBY,OAAO,0CAA0C,EAAE,eAAe;8BAClE,OAAO,uBAAuB,EAAE,eAAe;8BAC/C,OAAO,6BAA6B,EAAE,eAAe;8BACrD,OAAO,sBAAsB,EAAE,eAAe;4BA/B/B,gCAAgC;yCACnB,2CAA2C;kCAClD,iCAAiC;uCAH5B,wCAAwC"}
@@ -368,11 +368,17 @@ export class GPULightCollection {
368
368
  );
369
369
  }
370
370
 
371
- gpu_ctx.resize(source_image.width, source_image.height);
371
+ /*
372
+ Assign descriptor.size directly rather than calling gpu_ctx.resize(): resize() immediately
373
+ re-allocates when the context is already in TEXTURE_STATE_ALLOCATED, which would call
374
+ createTexture with the new size and the previous map's mipLevelCount (failing WebGPU
375
+ validation whenever the new map is smaller) before allocate() below replaces it again.
376
+ */
377
+ gpu_ctx.descriptor.size = [source_image.width, source_image.height, 1];
372
378
  /*
373
379
  The environment map is equirectangular and this context is built 2D a few lines up — the
374
- descriptor keeps the default dimension and `resize` above only takes two axes. Asked of the
375
- descriptor rather than assumed, so the count follows if that ever stops being true.
380
+ descriptor keeps the default dimension and `size` above only sets two spatial axes. Asked of
381
+ the descriptor rather than assumed, so the count follows if that ever stops being true.
376
382
  */
377
383
  const gpu_size = gpu_ctx.descriptor.size;
378
384
 
@@ -380,18 +386,13 @@ export class GPULightCollection {
380
386
  gpu_size.width, gpu_size.height, gpu_size.depthOrArrayLayers, gpu_ctx.descriptor.dimension
381
387
  );
382
388
 
383
- gpu_ctx.allocate();
384
-
385
- if (
386
- isImageBitmap(source_image.source)
387
- && (gpu_ctx.descriptor.usage & GPUTextureUsage.RENDER_ATTACHMENT) === 0
388
- ) {
389
+ if (isImageBitmap(source_image.source)) {
389
390
  // need RENDER_ATTACHMENT to use GPUQueue.copyExternalImageToTexture API
390
- // update descriptor and re-allocate texture
391
391
  gpu_ctx.descriptor.usage |= GPUTextureUsage.RENDER_ATTACHMENT;
392
- gpu_ctx.allocate(false);
393
392
  }
394
393
 
394
+ gpu_ctx.allocate();
395
+
395
396
  texture_write_to_gpu(source_image, gpu_ctx.gpu_texture, this.#device.queue, source_image.level_count);
396
397
 
397
398
  // convolve
@@ -1,5 +1,4 @@
1
1
  export const shader_cull_point_lights_frustum: ComputeShader;
2
2
  export const shader_cull_spot_lights_frustum: ComputeShader;
3
- export const shader_cull_lights_frustum: ComputeShader;
4
3
  import { ComputeShader } from "../../../shader/ComputeShader.js";
5
4
  //# sourceMappingURL=shader_cull_lights_frustum.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"shader_cull_lights_frustum.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.js"],"names":[],"mappings":"AAkGA,6DAQG;AAEH,4DAQG;AAGH,uDAA2E;8BAzG7C,kCAAkC"}
1
+ {"version":3,"file":"shader_cull_lights_frustum.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.js"],"names":[],"mappings":"AAkGA,6DAQG;AAEH,4DAQG;8BAtG2B,kCAAkC"}
@@ -1,120 +1,117 @@
1
- import { atomic_u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
3
- import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
4
- import { CAMERA_UNIFORM_STRUCT } from "../../../camera/CAMERA_UNIFORM_STRUCT.js";
5
- import {
6
- chunk_point_light_intersects_frustum
7
- } from "../../../shader/chunk/light/cull/chunk_point_light_intersects_frustum.js";
8
- import {
9
- chunk_spot_light_intersects_frustum
10
- } from "../../../shader/chunk/light/cull/chunk_spot_light_intersects_frustum.js";
11
- import { chunk_point_lights_iterate } from "../../../shader/chunk/light/io/chunk_point_lights_iterate.js";
12
- import { chunk_spot_lights_iterate } from "../../../shader/chunk/light/io/chunk_spot_lights_iterate.js";
13
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
14
- import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
15
- import { ComputeShader } from "../../../shader/ComputeShader.js";
16
- import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
17
- import { CLUSTER_LIGHT_TYPE, chunk_cluster_light_tuple } from "../CLUSTER_LIGHT_TYPE.js";
18
-
19
- /**
20
- * Workgroup size used by both point/spot cull entry points. Interpolated into the WGSL below, which
21
- * is where the size is stated; the host reads it back off the shader and dispatches in threads.
22
- * @type {number}
23
- */
24
- const SHADER_CULL_LIGHTS_FRUSTUM_WORKGROUP_SIZE = COMPUTE_SHADER_DEFAULT_GROUP_SIZE;
25
-
26
- const OUTPUT_STRUCT = WebGPUStruct.from({
27
- offset: atomic_u32,
28
- data: WebGPUArray.u32
29
- });
30
-
31
- // One thread per (page_index, in_page_slot) pair. Threads whose page
32
- // is unallocated or whose occupancy bit is clear early-return — no
33
- // workgroup memory, scales with the table's allocated capacity rather
34
- // than a hardcoded cap.
35
- function build_cull_shader({ label, prefix_upper, prefix_lower, intersects_chunk, intersects_fn, cluster_type, iterate_chunk }) {
36
- const resources = new ShaderResourceSetDescriptor();
37
- resources.createGroup()
38
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
39
-
40
- resources.createGroup()
41
- .addStorageBuffer("light_data", WebGPUArray.u32)
42
-
43
- resources.createGroup()
44
- .addStorageBuffer("output", OUTPUT_STRUCT, true)
45
-
46
- const body = CodeChunk.from(
47
- //language=WGSL
48
- `
49
- @compute @workgroup_size(${SHADER_CULL_LIGHTS_FRUSTUM_WORKGROUP_SIZE}, 1, 1)
50
- fn main(
51
- @builtin(global_invocation_id) global_id : vec3<u32>
52
- ) {
53
- let id = global_id.x;
54
- let page_index = id / ${prefix_upper}_ELEMENTS_PER_PAGE;
55
- let in_page_slot = id % ${prefix_upper}_ELEMENTS_PER_PAGE;
56
-
57
- if (page_index >= ${prefix_upper}_PAGE_LIMIT) {
58
- return;
59
- }
60
-
61
- let page_address = ${prefix_lower}_page_address(&light_data, page_index);
62
- if (page_address == ~0u) {
63
- return;
64
- }
65
-
66
- let word_index = in_page_slot >> 5u;
67
- let bit = in_page_slot & 31u;
68
- let bitmap_word = ${prefix_lower}_page_bitmap_word(&light_data, page_address, word_index);
69
- if ((bitmap_word & (1u << bit)) == 0u) {
70
- return;
71
- }
72
-
73
- let light_index = ${prefix_lower}_slot_to_index(page_index, in_page_slot);
74
- if (!${intersects_fn}(&light_data, light_index, camera.frustum)) {
75
- return;
76
- }
77
-
78
- let packed_id = cluster_light_tuple_pack(light_index, ${cluster_type}u);
79
- let destination = atomicAdd(&output.offset, 1u);
80
-
81
- if (destination < arrayLength(&output.data)) {
82
- output.data[destination] = packed_id;
83
- }
84
- }
85
- `, [
86
- chunk_cluster_light_tuple,
87
- iterate_chunk,
88
- intersects_chunk,
89
- ]
90
- );
91
-
92
- return ComputeShader.from({
93
- label,
94
- body,
95
- resources,
96
- });
97
- }
98
-
99
- export const shader_cull_point_lights_frustum = build_cull_shader({
100
- label: "cull point lights frustum",
101
- prefix_upper: "POINT_LIGHTS",
102
- prefix_lower: "point_lights",
103
- intersects_chunk: chunk_point_light_intersects_frustum,
104
- intersects_fn: "point_light_intersects_frustum",
105
- cluster_type: CLUSTER_LIGHT_TYPE.Point,
106
- iterate_chunk: chunk_point_lights_iterate,
107
- });
108
-
109
- export const shader_cull_spot_lights_frustum = build_cull_shader({
110
- label: "cull spot lights frustum",
111
- prefix_upper: "SPOT_LIGHTS",
112
- prefix_lower: "spot_lights",
113
- intersects_chunk: chunk_spot_light_intersects_frustum,
114
- intersects_fn: "spot_light_intersects_frustum",
115
- cluster_type: CLUSTER_LIGHT_TYPE.Spot,
116
- iterate_chunk: chunk_spot_lights_iterate,
117
- });
118
-
119
- // Compatibility re-export — graph_cull_lights still imports this name.
120
- export const shader_cull_lights_frustum = shader_cull_point_lights_frustum;
1
+ import { atomic_u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
3
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
4
+ import { CAMERA_UNIFORM_STRUCT } from "../../../camera/CAMERA_UNIFORM_STRUCT.js";
5
+ import {
6
+ chunk_point_light_intersects_frustum
7
+ } from "../../../shader/chunk/light/cull/chunk_point_light_intersects_frustum.js";
8
+ import {
9
+ chunk_spot_light_intersects_frustum
10
+ } from "../../../shader/chunk/light/cull/chunk_spot_light_intersects_frustum.js";
11
+ import { chunk_point_lights_iterate } from "../../../shader/chunk/light/io/chunk_point_lights_iterate.js";
12
+ import { chunk_spot_lights_iterate } from "../../../shader/chunk/light/io/chunk_spot_lights_iterate.js";
13
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
14
+ import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
15
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
16
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
17
+ import { CLUSTER_LIGHT_TYPE, chunk_cluster_light_tuple } from "../CLUSTER_LIGHT_TYPE.js";
18
+
19
+ /**
20
+ * Workgroup size used by both point/spot cull entry points. Interpolated into the WGSL below, which
21
+ * is where the size is stated; the host reads it back off the shader and dispatches in threads.
22
+ * @type {number}
23
+ */
24
+ const SHADER_CULL_LIGHTS_FRUSTUM_WORKGROUP_SIZE = COMPUTE_SHADER_DEFAULT_GROUP_SIZE;
25
+
26
+ const OUTPUT_STRUCT = WebGPUStruct.from({
27
+ offset: atomic_u32,
28
+ data: WebGPUArray.u32
29
+ });
30
+
31
+ // One thread per (page_index, in_page_slot) pair. Threads whose page
32
+ // is unallocated or whose occupancy bit is clear early-return — no
33
+ // workgroup memory, scales with the table's allocated capacity rather
34
+ // than a hardcoded cap.
35
+ function build_cull_shader({ label, prefix_upper, prefix_lower, intersects_chunk, intersects_fn, cluster_type, iterate_chunk }) {
36
+ const resources = new ShaderResourceSetDescriptor();
37
+ resources.createGroup()
38
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
39
+
40
+ resources.createGroup()
41
+ .addStorageBuffer("light_data", WebGPUArray.u32)
42
+
43
+ resources.createGroup()
44
+ .addStorageBuffer("output", OUTPUT_STRUCT, true)
45
+
46
+ const body = CodeChunk.from(
47
+ //language=WGSL
48
+ `
49
+ @compute @workgroup_size(${SHADER_CULL_LIGHTS_FRUSTUM_WORKGROUP_SIZE}, 1, 1)
50
+ fn main(
51
+ @builtin(global_invocation_id) global_id : vec3<u32>
52
+ ) {
53
+ let id = global_id.x;
54
+ let page_index = id / ${prefix_upper}_ELEMENTS_PER_PAGE;
55
+ let in_page_slot = id % ${prefix_upper}_ELEMENTS_PER_PAGE;
56
+
57
+ if (page_index >= ${prefix_upper}_PAGE_LIMIT) {
58
+ return;
59
+ }
60
+
61
+ let page_address = ${prefix_lower}_page_address(&light_data, page_index);
62
+ if (page_address == ~0u) {
63
+ return;
64
+ }
65
+
66
+ let word_index = in_page_slot >> 5u;
67
+ let bit = in_page_slot & 31u;
68
+ let bitmap_word = ${prefix_lower}_page_bitmap_word(&light_data, page_address, word_index);
69
+ if ((bitmap_word & (1u << bit)) == 0u) {
70
+ return;
71
+ }
72
+
73
+ let light_index = ${prefix_lower}_slot_to_index(page_index, in_page_slot);
74
+ if (!${intersects_fn}(&light_data, light_index, camera.frustum)) {
75
+ return;
76
+ }
77
+
78
+ let packed_id = cluster_light_tuple_pack(light_index, ${cluster_type}u);
79
+ let destination = atomicAdd(&output.offset, 1u);
80
+
81
+ if (destination < arrayLength(&output.data)) {
82
+ output.data[destination] = packed_id;
83
+ }
84
+ }
85
+ `, [
86
+ chunk_cluster_light_tuple,
87
+ iterate_chunk,
88
+ intersects_chunk,
89
+ ]
90
+ );
91
+
92
+ return ComputeShader.from({
93
+ label,
94
+ body,
95
+ resources,
96
+ });
97
+ }
98
+
99
+ export const shader_cull_point_lights_frustum = build_cull_shader({
100
+ label: "cull point lights frustum",
101
+ prefix_upper: "POINT_LIGHTS",
102
+ prefix_lower: "point_lights",
103
+ intersects_chunk: chunk_point_light_intersects_frustum,
104
+ intersects_fn: "point_light_intersects_frustum",
105
+ cluster_type: CLUSTER_LIGHT_TYPE.Point,
106
+ iterate_chunk: chunk_point_lights_iterate,
107
+ });
108
+
109
+ export const shader_cull_spot_lights_frustum = build_cull_shader({
110
+ label: "cull spot lights frustum",
111
+ prefix_upper: "SPOT_LIGHTS",
112
+ prefix_lower: "spot_lights",
113
+ intersects_chunk: chunk_spot_light_intersects_frustum,
114
+ intersects_fn: "spot_light_intersects_frustum",
115
+ cluster_type: CLUSTER_LIGHT_TYPE.Spot,
116
+ iterate_chunk: chunk_spot_lights_iterate,
117
+ });
@@ -19,8 +19,7 @@
19
19
  * different pole *and* a different signature: `(target, u, v)` against
20
20
  * `(out, out_offset, in_uv, in_offset)`. An importer who autocompleted the name got one of two functions
21
21
  * that disagree about which axis is up, and the `core` one silently reads `u` out of
22
- * `arguments[2][arguments[3]]` if handed this call shape. The old name is kept as a deprecated alias
23
- * because it is published surface.
22
+ * `arguments[2][arguments[3]]` if handed this call shape.
24
23
  *
25
24
  * @see chunk_uv_octahedral_unit_decode
26
25
  * @param {number[]|Float32Array} target receives the normalized direction (x, y, z)
@@ -1 +1 @@
1
- {"version":3,"file":"octahedral_z_pole_uv_to_direction.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/light/environment/octahedral_z_pole_uv_to_direction.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,0DAJW,MAAM,EAAE,GAAC,YAAY,KACrB,MAAM,KACN,MAAM,QAiBhB"}
1
+ {"version":3,"file":"octahedral_z_pole_uv_to_direction.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/light/environment/octahedral_z_pole_uv_to_direction.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,0DAJW,MAAM,EAAE,GAAC,YAAY,KACrB,MAAM,KACN,MAAM,QAiBhB"}