@woosh/meep-engine 3.57.0 → 3.59.0

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 (1881) 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 +162 -43
  4. package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -1
  5. package/editor/particles/effect/ParticleEffectDocument.js +452 -48
  6. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +12 -3
  7. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  8. package/editor/particles/effect/ParticleReferenceSimulation.js +78 -23
  9. package/editor/particles/effect/make_starter_particle_effect.js +17 -17
  10. package/editor/tools/GridPaintTool.js +2 -2
  11. package/editor/view/node-graph/NodeGraphEditorView.d.ts +1 -1
  12. package/editor/view/node-graph/NodeGraphEditorView.d.ts.map +1 -1
  13. package/editor/view/node-graph/NodeGraphEditorView.js +2 -2
  14. package/editor/view/node-graph/NodeGraphView.d.ts +0 -1
  15. package/editor/view/node-graph/NodeGraphView.d.ts.map +1 -1
  16. package/editor/view/node-graph/NodeGraphView.js +0 -2
  17. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts +3 -3
  18. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts.map +1 -1
  19. package/editor/view/particles/effect/ParticleEmitterInspectorView.js +224 -67
  20. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  21. package/editor/view/particles/effect/ParticleGraphEditorView.js +44 -11
  22. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts +2 -1
  23. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts.map +1 -1
  24. package/editor/view/particles/effect/ParticleNodeParametersView.js +46 -16
  25. package/editor/view/particles/effect/ParticlePreviewView.js +2 -2
  26. package/editor/view/particles/effect/particle-editor.css +77 -68
  27. package/package.json +1 -1
  28. package/src/core/bvh8/build/NodeProxy.js +2 -2
  29. package/src/core/bvh8/build/aabb3_compute_merge_cost.js +4 -4
  30. package/src/core/bvh8/build/bvh8_build_for_geometry.js +2 -2
  31. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.d.ts +1 -1
  32. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.js +1 -1
  33. package/src/core/geom/2d/triangle/tri2_intersects_aabb2.d.ts +17 -0
  34. package/src/core/geom/2d/triangle/tri2_intersects_aabb2.d.ts.map +1 -0
  35. package/src/core/geom/2d/triangle/tri2_intersects_aabb2.js +64 -0
  36. package/src/core/geom/2d/triangle/tri2_rasterize_barycentric.d.ts +23 -0
  37. package/src/core/geom/2d/triangle/tri2_rasterize_barycentric.d.ts.map +1 -0
  38. package/src/core/geom/2d/triangle/tri2_rasterize_barycentric.js +81 -0
  39. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.d.ts.map +1 -1
  40. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.js +36 -99
  41. package/src/core/geom/3d/aabb/aabb3_build_frustum.d.ts +0 -11
  42. package/src/core/geom/3d/aabb/aabb3_build_frustum.d.ts.map +1 -1
  43. package/src/core/geom/3d/aabb/aabb3_build_frustum.js +15 -20
  44. package/src/core/geom/3d/box/box3_raycast.d.ts +1 -1
  45. package/src/core/geom/3d/box/box3_raycast.js +1 -1
  46. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts +1 -1
  47. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.js +1 -1
  48. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +3 -3
  49. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +3 -3
  50. package/src/core/geom/3d/shape/HeightMapShape3D.js +2 -2
  51. package/src/core/geom/3d/shape/MeshShape3D.d.ts +2 -2
  52. package/src/core/geom/3d/shape/MeshShape3D.js +2 -2
  53. package/src/core/geom/3d/shape/PosedShape3D.js +2 -2
  54. package/src/core/geom/3d/sphere/sphere_matrix4_transform.d.ts +0 -7
  55. package/src/core/geom/3d/sphere/sphere_matrix4_transform.d.ts.map +1 -1
  56. package/src/core/geom/3d/sphere/sphere_matrix4_transform.js +0 -4
  57. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_compute_tet_quality.d.ts +1 -1
  58. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_compute_tet_quality.js +1 -1
  59. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.d.ts +1 -1
  60. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.js +1 -1
  61. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.d.ts +1 -1
  62. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.js +1 -1
  63. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_fuse_duplicate_edges.d.ts +1 -1
  64. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_fuse_duplicate_edges.js +1 -1
  65. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.d.ts +2 -2
  66. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.js +2 -2
  67. package/src/core/geom/3d/topology/struct/binary/io/face/bt_face_poke.d.ts +0 -14
  68. package/src/core/geom/3d/topology/struct/binary/io/face/bt_face_poke.d.ts.map +1 -1
  69. package/src/core/geom/3d/topology/struct/binary/io/face/bt_face_poke.js +0 -5
  70. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +151 -151
  71. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.js +1 -1
  72. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_vertex_adjacent_faces.d.ts +1 -1
  73. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_vertex_adjacent_faces.js +1 -1
  74. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.d.ts.map +1 -1
  75. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.js +1 -2
  76. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.d.ts +0 -8
  77. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.d.ts.map +1 -1
  78. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.js +25 -36
  79. package/src/core/geom/clipmap/ClipmapCascadePlacement.d.ts +137 -0
  80. package/src/core/geom/clipmap/ClipmapCascadePlacement.d.ts.map +1 -0
  81. package/src/core/geom/clipmap/ClipmapCascadePlacement.js +350 -0
  82. package/src/core/geom/polyline/polyline_simplify_by_error.d.ts +16 -0
  83. package/src/core/geom/polyline/polyline_simplify_by_error.d.ts.map +1 -0
  84. package/src/core/geom/polyline/polyline_simplify_by_error.js +52 -0
  85. package/src/core/geom/vec3/v3_quaternion_apply.d.ts +1 -1
  86. package/src/core/geom/vec3/v3_quaternion_apply.js +1 -1
  87. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts +2 -2
  88. package/src/core/geom/vec3/v3_quaternion_apply_inverse.js +2 -2
  89. package/src/core/geom/vec3/v3_triple_cross.d.ts +1 -1
  90. package/src/core/geom/vec3/v3_triple_cross.js +1 -1
  91. package/src/engine/Engine.d.ts.map +1 -1
  92. package/src/engine/Engine.js +2 -2
  93. package/src/engine/asset/preloader/AssetPreloader.d.ts +0 -5
  94. package/src/engine/asset/preloader/AssetPreloader.d.ts.map +1 -1
  95. package/src/engine/asset/preloader/AssetPreloader.js +0 -6
  96. package/src/engine/ecs/EntityManager.d.ts +29 -5
  97. package/src/engine/ecs/EntityManager.d.ts.map +1 -1
  98. package/src/engine/ecs/EntityManager.js +37 -1
  99. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  100. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +4 -0
  101. package/src/engine/ecs/terrain/tiles/TerrainTile.d.ts.map +1 -1
  102. package/src/engine/ecs/terrain/tiles/TerrainTile.js +25 -12
  103. package/src/engine/graphics/ecs/decal/v2/Decal.d.ts +2 -2
  104. package/src/engine/graphics/ecs/decal/v2/Decal.js +2 -2
  105. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
  106. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +420 -418
  107. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.d.ts +1 -0
  108. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +10 -0
  109. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +74 -17
  110. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
  111. package/src/engine/graphics/ecs/particles/ParticleEffect.js +159 -28
  112. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +13 -3
  113. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
  114. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +59 -13
  115. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +3 -3
  116. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +9 -9
  117. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.d.ts +15 -0
  118. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.d.ts.map +1 -0
  119. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.js +78 -0
  120. package/src/engine/graphics/ecs/path/tube/build/makeTubeStream.js +2 -2
  121. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts +2 -0
  122. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts.map +1 -1
  123. package/src/engine/graphics/ecs/trail3d/Trail3D.js +2 -0
  124. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.js +1 -1
  125. package/src/engine/graphics/ecs/trail3d/seed_trail_tube.js +1 -1
  126. package/src/engine/graphics/geometry/buffered/build_height_field_geometry.d.ts +12 -0
  127. package/src/engine/graphics/geometry/buffered/build_height_field_geometry.d.ts.map +1 -1
  128. package/src/engine/graphics/geometry/buffered/build_height_field_geometry.js +29 -2
  129. package/src/engine/graphics/texture/sprite/prototypeSpriteCutoutGeometry.js +1 -1
  130. package/src/engine/graphics/trail/tube/TubeX.d.ts +5 -3
  131. package/src/engine/graphics/trail/tube/TubeX.d.ts.map +1 -1
  132. package/src/engine/graphics/trail/tube/TubeX.js +5 -3
  133. package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts +3 -2
  134. package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts.map +1 -1
  135. package/src/engine/graphics/trail/tube/tube_attributes_spec.js +9 -8
  136. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +65 -4
  137. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  138. package/src/engine/graphics3/GPUParticleEmitterSystem.js +1351 -904
  139. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +2 -1
  140. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
  141. package/src/engine/graphics3/ShadedGeometrySystem.js +7 -5
  142. package/src/engine/graphics3/Trail3DSystem.d.ts +1 -1
  143. package/src/engine/graphics3/Trail3DSystem.js +1 -1
  144. package/src/engine/graphics3/WaterSystem.d.ts +60 -0
  145. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  146. package/src/engine/graphics3/WaterSystem.js +733 -300
  147. package/src/engine/graphics3/make_default_environment.d.ts.map +1 -1
  148. package/src/engine/graphics3/make_default_environment.js +2 -4
  149. package/src/engine/graphics3/prefab/prefab_place.js +1 -1
  150. package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts +1 -1
  151. package/src/engine/graphics3/trail/trail_tube_write_geometry.js +13 -13
  152. package/src/engine/navigation/mesh/build/clip_soup_against_overhangs.js +628 -628
  153. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  154. package/src/engine/physics/inertia/world_inverse_inertia.js +1 -1
  155. package/src/engine/physics/narrowphase/narrowphase_step.js +1 -1
  156. package/src/engine/sound/simulation/render/reverbImpulseResponse.d.ts +0 -1
  157. package/src/engine/sound/simulation/render/reverbImpulseResponse.d.ts.map +1 -1
  158. package/src/engine/sound/simulation/render/reverbImpulseResponse.js +0 -6
  159. package/src/engine/sound/simulation/render/reverb_band_tails.d.ts +1 -1
  160. package/src/engine/sound/simulation/render/reverb_band_tails.js +1 -1
  161. package/src/engine/sound/sopra/runtime/EventInstance.js +1 -1
  162. package/src/generation/foliage/CROWN_FULLNESS_BRIEF_2026_10_26.md +86 -0
  163. package/src/generation/foliage/FOLIAGE_DESIGN.md +110 -32
  164. package/src/generation/foliage/LOD_REWORK_BRIEF_2026_10_27.md +521 -0
  165. package/src/generation/foliage/REAL_TIME_TREES_BRIEF_2026_10_27.md +86 -0
  166. package/src/generation/foliage/SELF_ORGANIZING_FRAMEWORK_BRIEF_2026_10_26.md +347 -0
  167. package/src/generation/foliage/TWO_FRONT_ENDS_BRIEF_2026_10_28.md +552 -0
  168. package/src/generation/foliage/analysis/crown_opacity_measure.d.ts.map +1 -1
  169. package/src/generation/foliage/analysis/crown_opacity_measure.js +80 -102
  170. package/src/generation/foliage/analysis/foliage_measure_leaf_area.d.ts.map +1 -1
  171. package/src/generation/foliage/analysis/foliage_measure_leaf_area.js +1 -7
  172. package/src/generation/foliage/analysis/tree_crown_opacity.d.ts.map +1 -1
  173. package/src/generation/foliage/analysis/tree_crown_opacity.js +3 -2
  174. package/src/generation/foliage/analysis/tree_leaf_area_targets.d.ts +66 -0
  175. package/src/generation/foliage/analysis/tree_leaf_area_targets.d.ts.map +1 -0
  176. package/src/generation/foliage/analysis/tree_leaf_area_targets.js +95 -0
  177. package/src/generation/foliage/analysis/tree_render_cost.d.ts +90 -0
  178. package/src/generation/foliage/analysis/tree_render_cost.d.ts.map +1 -0
  179. package/src/generation/foliage/analysis/tree_render_cost.js +158 -0
  180. package/src/generation/foliage/asset/TreeAsset.d.ts +24 -6
  181. package/src/generation/foliage/asset/TreeAsset.d.ts.map +1 -1
  182. package/src/generation/foliage/asset/TreeAsset.js +29 -6
  183. package/src/generation/foliage/asset/TreeLODAsset.d.ts +24 -11
  184. package/src/generation/foliage/asset/TreeLODAsset.d.ts.map +1 -1
  185. package/src/generation/foliage/asset/TreeLODAsset.js +49 -20
  186. package/src/generation/foliage/asset/TreeSpeciesCache.d.ts +69 -0
  187. package/src/generation/foliage/asset/TreeSpeciesCache.d.ts.map +1 -0
  188. package/src/generation/foliage/asset/TreeSpeciesCache.js +147 -0
  189. package/src/generation/foliage/asset/generate_tree.d.ts +21 -0
  190. package/src/generation/foliage/asset/generate_tree.d.ts.map +1 -1
  191. package/src/generation/foliage/asset/generate_tree.js +123 -21
  192. package/src/generation/foliage/asset/place_tree.d.ts +2 -1
  193. package/src/generation/foliage/asset/place_tree.d.ts.map +1 -1
  194. package/src/generation/foliage/asset/place_tree.js +2 -1
  195. package/src/generation/foliage/asset/tree_lod_plan.d.ts +73 -0
  196. package/src/generation/foliage/asset/tree_lod_plan.d.ts.map +1 -0
  197. package/src/generation/foliage/asset/tree_lod_plan.js +117 -0
  198. package/src/generation/foliage/asset/tree_shoot_instances.d.ts +119 -0
  199. package/src/generation/foliage/asset/tree_shoot_instances.d.ts.map +1 -0
  200. package/src/generation/foliage/asset/tree_shoot_instances.js +410 -0
  201. package/src/generation/foliage/asset/tree_shoot_prototypes.d.ts +155 -0
  202. package/src/generation/foliage/asset/tree_shoot_prototypes.d.ts.map +1 -0
  203. package/src/generation/foliage/asset/tree_shoot_prototypes.js +251 -0
  204. package/src/generation/foliage/config/BranchGeneratorConfig.d.ts +0 -10
  205. package/src/generation/foliage/config/BranchGeneratorConfig.d.ts.map +1 -1
  206. package/src/generation/foliage/config/BranchGeneratorConfig.js +1 -23
  207. package/src/generation/foliage/config/ShootGrowthConfig.d.ts +45 -10
  208. package/src/generation/foliage/config/ShootGrowthConfig.d.ts.map +1 -1
  209. package/src/generation/foliage/config/ShootGrowthConfig.js +70 -16
  210. package/src/generation/foliage/config/ShootSystemRule.d.ts +12 -12
  211. package/src/generation/foliage/config/ShootSystemRule.d.ts.map +1 -1
  212. package/src/generation/foliage/config/ShootSystemRule.js +24 -20
  213. package/src/generation/foliage/config/TreeGrowth.d.ts +10 -0
  214. package/src/generation/foliage/config/TreeGrowth.d.ts.map +1 -0
  215. package/src/generation/foliage/config/TreeGrowth.js +18 -0
  216. package/src/generation/foliage/config/TreeLODConfig.d.ts +20 -37
  217. package/src/generation/foliage/config/TreeLODConfig.d.ts.map +1 -1
  218. package/src/generation/foliage/config/TreeLODConfig.js +30 -116
  219. package/src/generation/foliage/config/TreeSpeciesConfig.d.ts +2 -1
  220. package/src/generation/foliage/config/TreeSpeciesConfig.d.ts.map +1 -1
  221. package/src/generation/foliage/config/TreeSpeciesConfig.js +2 -7
  222. package/src/generation/foliage/index.d.ts +3 -0
  223. package/src/generation/foliage/index.js +3 -0
  224. package/src/generation/foliage/material/foliage_atlas_cutout.d.ts +6 -4
  225. package/src/generation/foliage/material/foliage_atlas_cutout.d.ts.map +1 -1
  226. package/src/generation/foliage/material/foliage_atlas_cutout.js +32 -27
  227. package/src/generation/foliage/material/foliage_material_from_samplers.d.ts +13 -0
  228. package/src/generation/foliage/material/foliage_material_from_samplers.d.ts.map +1 -0
  229. package/src/generation/foliage/material/foliage_material_from_samplers.js +69 -0
  230. package/src/generation/foliage/material/foliage_tile.d.ts +19 -0
  231. package/src/generation/foliage/material/foliage_tile.d.ts.map +1 -1
  232. package/src/generation/foliage/material/foliage_tile.js +9 -1
  233. package/src/generation/foliage/material/leaf_geometry.d.ts +7 -0
  234. package/src/generation/foliage/material/leaf_geometry.d.ts.map +1 -1
  235. package/src/generation/foliage/material/leaf_geometry.js +21 -9
  236. package/src/generation/foliage/material/make_foliage_material.d.ts +2 -3
  237. package/src/generation/foliage/material/make_foliage_material.d.ts.map +1 -1
  238. package/src/generation/foliage/material/make_foliage_material.js +3 -57
  239. package/src/generation/foliage/material/tree_cluster_atlas.d.ts +44 -0
  240. package/src/generation/foliage/material/tree_cluster_atlas.d.ts.map +1 -0
  241. package/src/generation/foliage/material/tree_cluster_atlas.js +37 -0
  242. package/src/generation/foliage/material/tree_cluster_atlas_pack.d.ts +14 -0
  243. package/src/generation/foliage/material/tree_cluster_atlas_pack.d.ts.map +1 -0
  244. package/src/generation/foliage/material/tree_cluster_atlas_pack.js +28 -0
  245. package/src/generation/foliage/material/tree_cluster_bake.d.ts +74 -0
  246. package/src/generation/foliage/material/tree_cluster_bake.d.ts.map +1 -0
  247. package/src/generation/foliage/material/tree_cluster_bake.js +415 -0
  248. package/src/generation/foliage/material/tree_cluster_press.d.ts +18 -0
  249. package/src/generation/foliage/material/tree_cluster_press.d.ts.map +1 -0
  250. package/src/generation/foliage/material/tree_cluster_press.js +83 -0
  251. package/src/generation/foliage/material/tree_cluster_tiles.d.ts +46 -0
  252. package/src/generation/foliage/material/tree_cluster_tiles.d.ts.map +1 -0
  253. package/src/generation/foliage/material/tree_cluster_tiles.js +75 -0
  254. package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts +22 -4
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  1783. package/src/engine/graphics3/DebugDrawSystem3.d.ts +0 -10
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  1785. package/src/engine/graphics3/DebugDrawSystem3.js +0 -10
  1786. package/src/engine/graphics3/DecalSystem3.d.ts +0 -10
  1787. package/src/engine/graphics3/DecalSystem3.d.ts.map +0 -1
  1788. package/src/engine/graphics3/DecalSystem3.js +0 -10
  1789. package/src/engine/graphics3/FogOfWarSystem3.d.ts +0 -10
  1790. package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +0 -1
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  1792. package/src/engine/graphics3/GraphicsEngine3.d.ts +0 -10
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  1794. package/src/engine/graphics3/GraphicsEngine3.js +0 -10
  1795. package/src/engine/graphics3/HighlightSystem.d.ts +0 -19
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  1798. package/src/engine/graphics3/HighlightSystem3.d.ts +0 -13
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  1801. package/src/engine/graphics3/LightSystem3.d.ts +0 -10
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  1804. package/src/engine/graphics3/MeshSystem3.d.ts +0 -10
  1805. package/src/engine/graphics3/MeshSystem3.d.ts.map +0 -1
  1806. package/src/engine/graphics3/MeshSystem3.js +0 -10
  1807. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +0 -10
  1808. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +0 -1
  1809. package/src/engine/graphics3/ParticipatingMediaSystem3.js +0 -10
  1810. package/src/engine/graphics3/PathDisplaySystem3.d.ts +0 -10
  1811. package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +0 -1
  1812. package/src/engine/graphics3/PathDisplaySystem3.js +0 -10
  1813. package/src/engine/graphics3/PickingSystem3.d.ts +0 -10
  1814. package/src/engine/graphics3/PickingSystem3.d.ts.map +0 -1
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  1816. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +0 -10
  1817. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +0 -1
  1818. package/src/engine/graphics3/ShadedGeometrySystem3.js +0 -10
  1819. package/src/engine/graphics3/TerrainSystem3.d.ts +0 -10
  1820. package/src/engine/graphics3/TerrainSystem3.d.ts.map +0 -1
  1821. package/src/engine/graphics3/TerrainSystem3.js +0 -10
  1822. package/src/engine/graphics3/TooltipComponentSystem3.d.ts +0 -10
  1823. package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +0 -1
  1824. package/src/engine/graphics3/TooltipComponentSystem3.js +0 -10
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  1827. package/src/engine/graphics3/Trail3DSystem3.js +0 -10
  1828. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +0 -10
  1829. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +0 -1
  1830. package/src/engine/graphics3/VolumetricLightMapSystem3.js +0 -10
  1831. package/src/engine/graphics3/WaterSystem3.d.ts +0 -10
  1832. package/src/engine/graphics3/WaterSystem3.d.ts.map +0 -1
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  1835. package/src/engine/network/convertPathToURL.d.ts.map +0 -1
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  1840. package/src/shade/renderer/camera/OrbitalCameraController.d.ts +0 -2
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  1842. package/src/shade/renderer/camera/OrbitalCameraController.js +0 -1
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  1849. package/src/shade/renderer/geometry/sdf/SFD_BUILD_WORKGROUP_SIZE.d.ts +0 -2
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  1855. package/src/shade/renderer/geometry/sdf/chunk_blas_query_volume_sign.d.ts +0 -3
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@@ -0,0 +1,1124 @@
1
+ import { assert } from "../../../../../core/assert.js";
2
+ import { ClipmapCascadePlacement } from "../../../../../core/geom/clipmap/ClipmapCascadePlacement.js";
3
+ import { BufferDescriptor } from "../../../../descriptor/buffer/BufferDescriptor.js";
4
+ import { graph_read_buffer } from "../../../buffer/graph_read_buffer.js";
5
+ import { graph_build_world_light_clusters } from "../../../light/world_cluster/graph_build_world_light_clusters.js";
6
+ import { WEBGPU_GUARANTEED_MAX_COMPUTE_WORKGROUPS_PER_DIMENSION } from "../../../gpu_primitive/indirect/WEBGPU_GUARANTEED_MAX_COMPUTE_WORKGROUPS_PER_DIMENSION.js";
7
+ import { shader_slot_stack_fill, SLOT_STACK_FILL_WORKGROUP_SIZE } from "../../../gpu_primitive/slot_stack/shader_slot_stack_fill.js";
8
+ import {
9
+ shader_slot_stack_push_range,
10
+ SLOT_STACK_PUSH_RANGE_WORKGROUP_SIZE
11
+ } from "../../../gpu_primitive/slot_stack/shader_slot_stack_push_range.js";
12
+ import { CLIPMAP_LEVEL_ARRAY, CLIPMAP_LEVEL_STRUCT } from "../../../shader/chunk/clipmap/CLIPMAP_LEVEL_STRUCT.js";
13
+ import { graph_import_buffer } from "../../../shader/graph/graph_import_buffer.js";
14
+ import { GPUTileAtlas2D } from "../../../texture/atlas/GPUTileAtlas2D.js";
15
+ import {
16
+ PROBE_CLIPMAP_CASCADE_COUNT_MAX,
17
+ PROBE_CLIPMAP_CASCADE_RESOLUTIONS,
18
+ PROBE_CLIPMAP_OCTAHEDRAL_RESOLUTION_MAX,
19
+ PROBE_CLIPMAP_OCTAHEDRAL_RESOLUTION_MIN
20
+ } from "../ProbeClipmapSettings.js";
21
+ import { PROBE_PROJECTION_ROW_STRUCT, PROBE_RAY_STRUCT, PROBE_RECORD_STRUCT } from "./chunk_probe_clipmap.js";
22
+ import { PROBE_SAMPLING_STRUCT } from "./chunk_probe_clipmap_pick.js";
23
+ import {
24
+ PROBE_COUNTER_FREE,
25
+ PROBE_COUNTER_STARVED,
26
+ PROBE_COUNTER_WORDS,
27
+ PROBE_DISPATCH_ACTIVE,
28
+ PROBE_DISPATCH_ADMIT,
29
+ PROBE_DISPATCH_PUBLISH,
30
+ PROBE_DISPATCH_RAYS,
31
+ PROBE_DISPATCH_ROWS,
32
+ PROBE_DISPATCH_TEXELS,
33
+ PROBE_DISPATCH_TRACED,
34
+ PROBE_DISPATCH_WORDS,
35
+ PROBE_WANT_TILE,
36
+ PROBE_WANT_WORKGROUP_TILES,
37
+ probe_clipmap_maps_words
38
+ } from "./PROBE_CLIPMAP.js";
39
+ import { shader_probe_clipmap_accumulate } from "./shader_probe_clipmap_accumulate.js";
40
+ import { shader_probe_clipmap_admit, shader_probe_clipmap_admit_command } from "./shader_probe_clipmap_admit.js";
41
+ import { shader_probe_clipmap_due } from "./shader_probe_clipmap_due.js";
42
+ import { shader_probe_clipmap_fill } from "./shader_probe_clipmap_fill.js";
43
+ import { shader_probe_clipmap_project, shader_probe_clipmap_project_rows } from "./shader_probe_clipmap_project.js";
44
+ import { shader_probe_clipmap_publish } from "./shader_probe_clipmap_publish.js";
45
+ import { shader_probe_clipmap_relocate } from "./shader_probe_clipmap_relocate.js";
46
+ import { shader_probe_clipmap_retire } from "./shader_probe_clipmap_retire.js";
47
+ import { shader_probe_clipmap_schedule } from "./shader_probe_clipmap_schedule.js";
48
+ import { shader_probe_clipmap_light } from "./shader_probe_clipmap_light.js";
49
+ import { shader_probe_clipmap_shade } from "./shader_probe_clipmap_shade.js";
50
+ import { shader_probe_clipmap_trace } from "./shader_probe_clipmap_trace.js";
51
+ import { shader_probe_clipmap_trace_command } from "./shader_probe_clipmap_trace_command.js";
52
+ import { shader_probe_clipmap_want } from "./shader_probe_clipmap_want.js";
53
+ import { shader_probe_clipmap_want_hits } from "./shader_probe_clipmap_want_hits.js";
54
+
55
+ /**
56
+ * @typedef {import("../ProbeClipmapSettings.js").ProbeClipmapSettings} ProbeClipmapSettings
57
+ * @typedef {import("../../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} FrameGraph
58
+ */
59
+
60
+ /**
61
+ * Corner steps of a probe cascade's window: one lattice cell, as the bricks' (§8.1).
62
+ * @type {number}
63
+ */
64
+ const PROBE_CASCADE_STEP = 1;
65
+
66
+ /**
67
+ * Cells past half a step the anchor goes from a window's centre before it moves: the bricks' value.
68
+ * @type {number}
69
+ */
70
+ const PROBE_CASCADE_HYSTERESIS = 0.1;
71
+
72
+ /**
73
+ * Parent cells every cascade's window keeps inside its parent's, so that a cage in a cascade's blend
74
+ * skirt is inside the next cascade's cage window.
75
+ * @type {number}
76
+ */
77
+ const PROBE_CASCADE_NEST_MARGIN = 1;
78
+
79
+ /**
80
+ * Bytes before a list's first element: its count, padded to the elements' 16-byte alignment.
81
+ * @type {number}
82
+ */
83
+ const LIST_HEADER_BYTES = 16;
84
+
85
+ // word offsets of the radiance atlas's shape in PROBE_SAMPLING_STRUCT
86
+ const SAMPLING_RADIANCE_RESOLUTION = PROBE_SAMPLING_STRUCT.get("radiance_resolution").offset >>> 2;
87
+ const SAMPLING_RADIANCE_TILES_PER_ROW = PROBE_SAMPLING_STRUCT.get("radiance_tiles_per_row").offset >>> 2;
88
+ const SAMPLING_RADIANCE_TEXEL = PROBE_SAMPLING_STRUCT.get("radiance_texel").offset >>> 2;
89
+ const SAMPLING_RADIANCE_TILES_PER_ROW_RECIPROCAL = PROBE_SAMPLING_STRUCT.get("radiance_tiles_per_row_reciprocal").offset >>> 2;
90
+
91
+ /**
92
+ * What shading samples (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8): {@link cascade_count} cascades of
93
+ * {@link resolution}³ lattice points around the view, {@link spacing} metres apart in the finest
94
+ * cascade and twice as far apart in each one around it. A point holds a probe only while a pixel wants
95
+ * it, or a hit of a probe a pixel wants, so probes are a sparse cache over the lattice.
96
+ *
97
+ * **Storage** (§8.2):
98
+ * - {@link indirection}, `r32uint`, a texel a lattice point in storage that wraps, the cascades
99
+ * stacked along z: the slot of the point's probe, or none. Allocated whole, since the lattice follows
100
+ * from the structure alone.
101
+ * - a slot each: a state of two words, the kind and updates and then where relocation moved it
102
+ * (`PROBE_CLIPMAP.js`), a 64-byte record (`PROBE_RECORD_STRUCT`), an octahedral radiance tile of
103
+ * {@link radiance_resolution}² texels and a depth-moment tile of {@link depth_resolution}², each with
104
+ * a one-texel skirt, in two 2-D tile atlases. The slots are handed out by a free list on the device.
105
+ * - the active lists, double-buffered: each frame's retire reads the last frame's and writes the
106
+ * frame's; a wanted bit a lattice point and the wanted list, made again every frame; the trace list
107
+ * of the frame's updates, at most U = ⌊ray_budget / rays_per_probe⌋.
108
+ *
109
+ * **A frame's lifetime** ({@link graph_update}, §8.3, §8.5): the windows are placed around the anchor,
110
+ * coarsest first, each a parent cell inside its parent. Retire frees the probes whose points left
111
+ * their windows or that nothing wanted for `retention_time`, want marks the cages one pixel of each
112
+ * screen tile reads, the hits' wants the cages the last frame's hits read their bounce from, admit
113
+ * gives each wanted point without a probe a NEW one, schedule sets the period T from the wanted count,
114
+ * and the due passes list the frame's updates, NEW probes first.
115
+ *
116
+ * **The frame's update** (§8.4, §8.6), once the brick clipmap is built: relocate, then trace, a ray a
117
+ * thread, R a probe, each with its hit and the suns' soft shadows there.
118
+ *
119
+ * Retire, admit, due and the update run through commands written on the device, want over the screen's
120
+ * tiles: nothing is sized by the capacity.
121
+ *
122
+ * **Capacity** starts at `2·N²·C` slots, rounded up to a power of two: a visible surface crosses each
123
+ * cascade as a shell a cell thick, doubled for the cage. An admission the free list could not serve is
124
+ * counted on the device and read back, and the next frame doubles the capacity (§7.10's pattern). Nothing
125
+ * shrinks.
126
+ */
127
+ export class GPUProbeClipmap {
128
+ /**
129
+ * @type {number}
130
+ * @readonly
131
+ */
132
+ cascade_count;
133
+
134
+ /**
135
+ * Lattice points per axis of a cascade.
136
+ * @type {number}
137
+ * @readonly
138
+ */
139
+ resolution;
140
+
141
+ /**
142
+ * Metres between probes in the finest cascade.
143
+ * @type {number}
144
+ * @readonly
145
+ */
146
+ spacing;
147
+
148
+ /**
149
+ * Octahedral radiance texels per side of a probe.
150
+ * @type {number}
151
+ * @readonly
152
+ */
153
+ radiance_resolution;
154
+
155
+ /**
156
+ * Octahedral depth-moment texels per side of a probe.
157
+ * @type {number}
158
+ * @readonly
159
+ */
160
+ depth_resolution;
161
+
162
+ /** @type {GPUDevice} */
163
+ #device;
164
+
165
+ /** @type {ClipmapCascadePlacement} */
166
+ #placement;
167
+
168
+ /** @type {GPUTexture} */
169
+ #indirection;
170
+
171
+ /** @type {GPUTextureView} */
172
+ #indirection_view;
173
+
174
+ /** @type {GPUBuffer} */
175
+ #levels;
176
+
177
+ /** @type {GPUBuffer} */
178
+ #states;
179
+
180
+ /** @type {GPUBuffer} */
181
+ #records;
182
+
183
+ /** @type {GPUBuffer} */
184
+ #free;
185
+
186
+ /** @type {GPUBuffer} */
187
+ #counters;
188
+
189
+ /** What the one-thread passes write for the passes after them to dispatch through. @type {GPUBuffer} */
190
+ #dispatch;
191
+
192
+ /** The two active lists; the frame reads `#active[#parity]` and writes the other. @type {GPUBuffer[]} */
193
+ #active = [];
194
+
195
+ #parity = 0;
196
+
197
+ /** @type {GPUBuffer} */
198
+ #wanted;
199
+
200
+ /** @type {GPUBuffer} */
201
+ #wanted_bits;
202
+
203
+ /** The probes the frame updates, at most U. @type {GPUBuffer|null} */
204
+ #trace = null;
205
+
206
+ /** Probes the trace list holds: U as it last grew. */
207
+ #trace_capacity = 0;
208
+
209
+ /** Where relocation left each listed probe, `vec4<f32>(origin, spacing)`, as many as the trace list holds. @type {GPUBuffer|null} */
210
+ #origins = null;
211
+
212
+ /** The listed probes' maps, as accumulation writes them, as many as the trace list holds. @type {GPUBuffer|null} */
213
+ #maps = null;
214
+
215
+ /** The listed probes' projected rows, n_r a probe, as many as the trace list holds. @type {GPUBuffer|null} */
216
+ #projection = null;
217
+
218
+ /** The frame's rays, R a listed probe. @type {GPUBuffer|null} */
219
+ #rays = null;
220
+
221
+ /** Rays the rays buffer holds: U·R as it last grew. */
222
+ #ray_capacity = 0;
223
+
224
+ /** U and R of the rays the last frame traced, which the hits' wants read. */
225
+ #rays_trace_capacity = 0;
226
+ #rays_per_probe = 0;
227
+
228
+ /** @type {GPUTileAtlas2D} */
229
+ #radiance;
230
+
231
+ /** @type {GPUTileAtlas2D} */
232
+ #depth;
233
+
234
+ /** Slots. */
235
+ #capacity = 0;
236
+
237
+ /** Lattice points over every cascade. */
238
+ #key_count = 0;
239
+
240
+ /** Whether the next frame is the first, which fills the indirection and the free list. */
241
+ #fill_pending = true;
242
+
243
+ /** Ranges of slots the next frame pushes onto the free list: first, count. @type {number[]} */
244
+ #pushes = [];
245
+
246
+ /** The starved count last read back, and whether one that moved waits to be acted on. */
247
+ #starved = 0;
248
+ #grow_pending = false;
249
+
250
+ /** Frames recorded, and the caller's time at the first: the clock the records keep. */
251
+ #frame = 0;
252
+ #time_origin = 0;
253
+
254
+ #destroyed = false;
255
+
256
+ /** The probes' shape for their readers, `PROBE_SAMPLING_STRUCT`. @type {GPUBuffer} */
257
+ #sampling;
258
+
259
+ #sampling_data = new ArrayBuffer(PROBE_SAMPLING_STRUCT.size);
260
+ #sampling_u32 = new Uint32Array(this.#sampling_data);
261
+ #sampling_f32 = new Float32Array(this.#sampling_data);
262
+
263
+ #levels_data = new ArrayBuffer(CLIPMAP_LEVEL_ARRAY.size);
264
+ #levels_i32 = new Int32Array(this.#levels_data);
265
+ #levels_f32 = new Float32Array(this.#levels_data);
266
+
267
+ #retire_settings = { capacity: 0, resolution: 0, time: 0, retention_time: 0 };
268
+ #want_settings = { cascade_count: 0, resolution: 0, frame: 0, key_count: 0 };
269
+ #want_hits_settings = { cascade_count: 0, resolution: 0, key_count: 0, trace_capacity: 0, rays_per_probe: 0 };
270
+ #admit_command_settings = { key_count: 0 };
271
+ #admit_settings = { capacity: 0, resolution: 0, key_count: 0, time: 0 };
272
+ #schedule_settings = { capacity: 0, key_count: 0, trace_capacity: 0 };
273
+ #due_settings = { capacity: 0, resolution: 0, trace_capacity: 0, frame: 0, new_only: 0 };
274
+ #trace_command_settings = { trace_capacity: 0, rays_per_probe: 0 };
275
+ #relocate_settings = { trace_capacity: 0, brick_cascade_count: 0 };
276
+ #trace_settings = { trace_capacity: 0, rays_per_probe: 0, radiance_resolution: 0, brick_cascade_count: 0, t_max: 0 };
277
+ #shade_settings = { trace_capacity: 0, rays_per_probe: 0 };
278
+ #accumulate_settings = { trace_capacity: 0, rays_per_probe: 0, radiance_resolution: 0, depth_resolution: 0, radiance_tiles_per_row: 0, depth_tiles_per_row: 0, time: 0, response_time: 0 };
279
+ #project_settings = { trace_capacity: 0, radiance_resolution: 0, depth_resolution: 0, time: 0 };
280
+ #publish_settings = { trace_capacity: 0, radiance_resolution: 0, depth_resolution: 0, radiance_tiles_per_row: 0, depth_tiles_per_row: 0 };
281
+ #push_settings = { first: 0, count: 0, counter: PROBE_COUNTER_FREE };
282
+
283
+ #bindings = {};
284
+
285
+ #lifetime_data = { counters: -1, depth: -1, normal: -1, stbn: -1 };
286
+
287
+ #update_data = { counters: -1, bricks: -1, world_cluster_lookup: -1, world_cluster_data: -1, shadowmap_atlas: -1 };
288
+
289
+ /** The coarsest brick window's box, metres, which the world light clusters cull lights against. */
290
+ #clusters_min = [0, 0, 0];
291
+ #clusters_max = [0, 0, 0];
292
+
293
+ /** The frame's brick clipmap, which the update's rays read. @type {import("../brick/GPUBrickClipmap.js").GPUBrickClipmap|null} */
294
+ #brick_clipmap = null;
295
+
296
+ /**
297
+ * The frame's scene: its light database, the suns the rays' hits trace shadows toward; its environment,
298
+ * what a miss sees; its rows and geometry caches, what a hit is on.
299
+ * @type {import("../../../scene/GPUSceneContext.js").GPUSceneContext|null}
300
+ */
301
+ #scene = null;
302
+
303
+ /** The frame's resident materials, a hit's fallback. @type {import("../../../material/resident/GPUResidentMaterialContext.js").GPUResidentMaterialContext|null} */
304
+ #materials = null;
305
+
306
+ /** The frame's row → card set table. @type {GPUBuffer|null} */
307
+ #card_rows = null;
308
+
309
+ /** The frame's: the want's launch and what it reads. */
310
+ #want_groups = [0, 0];
311
+
312
+ /** @type {GPUBuffer|null} */
313
+ #camera = null;
314
+
315
+ /**
316
+ * @param {GPUDevice} device
317
+ * @param {object} options
318
+ * @param {number} options.cascade_count
319
+ * @param {number} options.resolution one of {@link PROBE_CLIPMAP_CASCADE_RESOLUTIONS}
320
+ * @param {number} options.spacing metres
321
+ * @param {number} options.radiance_resolution a power of two
322
+ * @param {number} options.depth_resolution a power of two
323
+ */
324
+ constructor(device, { cascade_count, resolution, spacing, radiance_resolution, depth_resolution }) {
325
+ assert.isPositiveInteger(cascade_count, 'cascade_count');
326
+ assert.lessThanOrEqual(cascade_count, PROBE_CLIPMAP_CASCADE_COUNT_MAX, 'cascade_count');
327
+ assert.isOneOf(resolution, PROBE_CLIPMAP_CASCADE_RESOLUTIONS, 'resolution');
328
+ assert.isFinite(spacing, 'spacing');
329
+ assert.greaterThan(spacing, 0, 'spacing');
330
+ assert.greaterThanOrEqual(radiance_resolution, PROBE_CLIPMAP_OCTAHEDRAL_RESOLUTION_MIN, 'radiance_resolution');
331
+ assert.lessThanOrEqual(radiance_resolution, PROBE_CLIPMAP_OCTAHEDRAL_RESOLUTION_MAX, 'radiance_resolution');
332
+ assert.greaterThanOrEqual(depth_resolution, PROBE_CLIPMAP_OCTAHEDRAL_RESOLUTION_MIN, 'depth_resolution');
333
+ assert.lessThanOrEqual(depth_resolution, PROBE_CLIPMAP_OCTAHEDRAL_RESOLUTION_MAX, 'depth_resolution');
334
+
335
+ this.cascade_count = cascade_count;
336
+ this.resolution = resolution;
337
+ this.spacing = spacing;
338
+ this.radiance_resolution = radiance_resolution;
339
+ this.depth_resolution = depth_resolution;
340
+
341
+ this.#device = device;
342
+
343
+ this.#placement = new ClipmapCascadePlacement({
344
+ cascade_count,
345
+ resolution: [resolution, resolution, resolution],
346
+ cell_size: spacing,
347
+ step: PROBE_CASCADE_STEP,
348
+ hysteresis: PROBE_CASCADE_HYSTERESIS,
349
+ nest_margin: PROBE_CASCADE_NEST_MARGIN,
350
+ });
351
+
352
+ this.#indirection = device.createTexture({
353
+ label: 'Probe clipmap / probe indirection',
354
+ size: [resolution, resolution, resolution * cascade_count],
355
+ dimension: '3d',
356
+ format: 'r32uint',
357
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.STORAGE_BINDING,
358
+ });
359
+
360
+ this.#indirection_view = this.#indirection.createView();
361
+
362
+ // a power of two at least 2·N²·C
363
+ const capacity = this.#capacity = 2 ** Math.ceil(Math.log2(2 * resolution * resolution * cascade_count));
364
+ const keys = this.#key_count = resolution ** 3 * cascade_count;
365
+
366
+ this.#radiance = new GPUTileAtlas2D({
367
+ device,
368
+ formats: ['rgba16float'],
369
+ tile_size: [radiance_resolution + 2, radiance_resolution + 2],
370
+ // sampled by the readers and the accumulation's history, stored into by publish
371
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.STORAGE_BINDING,
372
+ label: 'Probe clipmap / probe radiance',
373
+ capacity,
374
+ });
375
+
376
+ this.#depth = new GPUTileAtlas2D({
377
+ device,
378
+ formats: ['rg16float'],
379
+ tile_size: [depth_resolution + 2, depth_resolution + 2],
380
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.STORAGE_BINDING,
381
+ label: 'Probe clipmap / probe depth',
382
+ capacity,
383
+ });
384
+
385
+ // two words a slot: the state, then the relocation offset
386
+ this.#states = this.#create_buffer('probe states', 8 * capacity, GPUBufferUsage.COPY_SRC);
387
+ this.#records = this.#create_buffer('probe records', PROBE_RECORD_STRUCT.size * capacity, GPUBufferUsage.COPY_SRC);
388
+ this.#free = this.#create_buffer('probe free list', 4 * capacity, GPUBufferUsage.COPY_SRC);
389
+ this.#active.push(
390
+ this.#create_buffer('probe active 0', LIST_HEADER_BYTES + 4 * capacity, GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST),
391
+ this.#create_buffer('probe active 1', LIST_HEADER_BYTES + 4 * capacity, GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST),
392
+ );
393
+ this.#wanted = this.#create_buffer('probe wanted', LIST_HEADER_BYTES + 4 * keys, GPUBufferUsage.COPY_DST);
394
+ this.#wanted_bits = this.#create_buffer('probe wanted bits', 4 * Math.ceil(keys / 32), GPUBufferUsage.COPY_DST);
395
+ this.#counters = this.#create_buffer('probe counters', 4 * PROBE_COUNTER_WORDS, GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST);
396
+ // zero: the first frame's retire dispatches nothing
397
+ this.#dispatch = this.#create_buffer('probe dispatch', 4 * PROBE_DISPATCH_WORDS, GPUBufferUsage.INDIRECT);
398
+
399
+ // every slot free, once the first frame has filled the list
400
+ const counters = new Uint32Array(PROBE_COUNTER_WORDS);
401
+
402
+ counters[PROBE_COUNTER_FREE] = capacity;
403
+
404
+ device.queue.writeBuffer(this.#counters, 0, counters);
405
+
406
+ this.#levels = device.createBuffer(BufferDescriptor.fromJSON({
407
+ label: 'Probe clipmap / probe levels',
408
+ size: CLIPMAP_LEVEL_ARRAY.size,
409
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
410
+ }));
411
+
412
+ this.#sampling = device.createBuffer(BufferDescriptor.fromJSON({
413
+ label: 'Probe clipmap / probe sampling',
414
+ size: PROBE_SAMPLING_STRUCT.size,
415
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
416
+ }));
417
+ }
418
+
419
+ /**
420
+ * Put what the probes' readers bind into `bindings`, under the names `chunk_probe_clipmap_pick` reads
421
+ * them by: the levels and the sampling uniforms, the indirection, the states and records, the depth
422
+ * atlas. As the last {@link graph_update} left them; take them each frame, since a growth replaces
423
+ * the per-slot buffers.
424
+ *
425
+ * @param {Object} bindings
426
+ * @returns {Object} bindings
427
+ */
428
+ write_sampling_bindings(bindings) {
429
+ bindings.probe_levels = this.#levels;
430
+ bindings.probe_sampling = this.#sampling;
431
+ bindings.probe_indirection = this.#indirection_view;
432
+ bindings.probe_states = this.#states;
433
+ bindings.probe_records = this.#records;
434
+ bindings.probe_depth = this.#depth.texture_at(0).obtainView();
435
+ bindings.probe_radiance = this.#radiance.texture_at(0).obtainView();
436
+
437
+ return bindings;
438
+ }
439
+
440
+ /**
441
+ * @returns {GPUTexture}
442
+ */
443
+ get indirection() {
444
+ return this.#indirection;
445
+ }
446
+
447
+ /**
448
+ * The cascades' cage windows, a {@link CLIPMAP_LEVEL_ARRAY} as a uniform, finest first, as placed by
449
+ * the last {@link graph_update}: a cell is a cage of eight lattice points, so a window is one cell
450
+ * short of the lattice's on each axis (`PROBE_LEVELS_RESOURCE`).
451
+ * @returns {GPUBuffer}
452
+ */
453
+ get levels() {
454
+ return this.#levels;
455
+ }
456
+
457
+ /**
458
+ * Slots: the probes there can be before the capacity grows.
459
+ * @returns {number}
460
+ */
461
+ get capacity() {
462
+ return this.#capacity;
463
+ }
464
+
465
+ /**
466
+ * @param {number} cascade
467
+ * @param {number} axis
468
+ * @returns {number} the cascade's lattice window's least point on the axis, in its spacing
469
+ */
470
+ corner(cascade, axis) {
471
+ return this.#placement.corner(cascade, axis);
472
+ }
473
+
474
+ /**
475
+ * @param {number} cascade
476
+ * @returns {number} metres between the cascade's probes
477
+ */
478
+ cell_size(cascade) {
479
+ return this.#placement.cell_size(cascade);
480
+ }
481
+
482
+ /**
483
+ * @param {ProbeClipmapSettings} settings
484
+ * @returns {boolean} whether this is what the settings' probe cascades and probes describe
485
+ */
486
+ built_for(settings) {
487
+ return settings.probe_cascade_count === this.cascade_count
488
+ && settings.probe_cascade_resolution === this.resolution
489
+ && settings.probe_spacing === this.spacing
490
+ && settings.radiance_resolution === this.radiance_resolution
491
+ && settings.depth_resolution === this.depth_resolution;
492
+ }
493
+
494
+ /**
495
+ * Record the frame's lifetime (§8.3): place the windows around the anchor, retire, want from the
496
+ * G-buffer, admit and schedule; then, once the bricks are built, its updates: relocate, trace and
497
+ * shade the listed probes' rays (§8.4–§8.7). Allocates nothing per frame.
498
+ *
499
+ * @param {Object} options
500
+ * @param {FrameGraph} options.graph
501
+ * @param {number} options.x the anchor, world metres
502
+ * @param {number} options.y
503
+ * @param {number} options.z
504
+ * @param {number} options.depth graph handle of the frame's depth
505
+ * @param {number} options.normal graph handle of the G-buffer's normals
506
+ * @param {GPUBuffer} options.camera the view's camera uniform
507
+ * @param {*} options.stbn the 2-channel spatio-temporal blue noise, `STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec2`
508
+ * @param {ArrayLike<number>} options.resolution the frame's pixels, x and y
509
+ * @param {number} options.time the caller's clock, seconds
510
+ * @param {number} options.retention_time seconds an unwanted probe keeps its slot
511
+ * @param {number} options.response_time seconds of the blend's response, τ (§8.8)
512
+ * @param {number} options.ray_budget rays a frame
513
+ * @param {number} options.rays_per_probe rays an update, R: the frame updates ⌊ray_budget / R⌋ probes at most
514
+ * @param {import("../brick/GPUBrickClipmap.js").GPUBrickClipmap} options.brick_clipmap the world the
515
+ * rays see, built this frame
516
+ * @param {number} options.bricks the graph handle of the brick clipmap's last write this frame, which
517
+ * the update orders after
518
+ * @param {import("../../../scene/GPUSceneContext.js").GPUSceneContext} options.scene the scene the rays
519
+ * light and shade: its lights, its environment, its rows and their geometry caches' cards
520
+ * @param {import("../../../material/resident/GPUResidentMaterialContext.js").GPUResidentMaterialContext} options.materials
521
+ * the resident materials, updated this frame: what a hit no card sees takes
522
+ * @param {GPUBuffer} options.card_rows the row → card set table, a word a `meshes` row
523
+ * @param {number} options.shadowmap_atlas graph handle of the frame's shadow map atlas, which the hits'
524
+ * local lights are shadowed by
525
+ */
526
+ graph_update({ graph, x, y, z, depth, normal, camera, stbn, resolution, time, retention_time, response_time, ray_budget, rays_per_probe, brick_clipmap, bricks, scene, materials, card_rows, shadowmap_atlas }) {
527
+ assert.defined(graph, 'graph');
528
+ assert.defined(camera, 'camera');
529
+ assert.defined(stbn, 'stbn');
530
+ assert.isFinite(time, 'time');
531
+ assert.isFinite(retention_time, 'retention_time');
532
+ assert.greaterThan(retention_time, 0, 'retention_time');
533
+ assert.isFinite(response_time, 'response_time');
534
+ assert.greaterThan(response_time, 0, 'response_time');
535
+ assert.isPositiveInteger(rays_per_probe, 'rays_per_probe');
536
+ assert.greaterThanOrEqual(ray_budget, rays_per_probe, 'ray_budget');
537
+ assert.defined(brick_clipmap, 'brick_clipmap');
538
+ assert.isNonNegativeInteger(bricks, 'bricks');
539
+ assert.defined(scene, 'scene');
540
+ assert.defined(materials, 'materials');
541
+ assert.defined(card_rows, 'card_rows');
542
+ assert.isNonNegativeInteger(shadowmap_atlas, 'shadowmap_atlas');
543
+ assert.notOk(this.#destroyed, 'destroyed');
544
+
545
+ if (this.#grow_pending) {
546
+ this.#grow_pending = false;
547
+ this.#grow();
548
+ }
549
+
550
+ const trace_capacity = Math.floor(ray_budget / rays_per_probe);
551
+
552
+ this.#ensure_trace(trace_capacity);
553
+ this.#ensure_rays(trace_capacity * rays_per_probe);
554
+
555
+ if (this.#frame === 0) {
556
+ this.#time_origin = time;
557
+ }
558
+
559
+ this.#place(x, y, z);
560
+
561
+ this.#device.queue.writeBuffer(this.#levels, 0, this.#levels_data);
562
+
563
+ // the readers' view of the clipmap: its shape, and the depth and radiance atlases', which grow by rows
564
+ const depth_texture = this.#depth.texture_at(0);
565
+ const radiance_texture = this.#radiance.texture_at(0);
566
+
567
+ this.#sampling_u32[0] = this.cascade_count;
568
+ this.#sampling_u32[1] = this.resolution;
569
+ this.#sampling_u32[2] = this.depth_resolution;
570
+ this.#sampling_u32[3] = this.#depth.tiles_per_row;
571
+ this.#sampling_f32[4] = 1 / depth_texture.width;
572
+ this.#sampling_f32[5] = 1 / depth_texture.height;
573
+ // rounded to f32 as it is stored, which index_to_grid2d_reciprocal asks for
574
+ this.#sampling_f32[6] = 1 / this.#depth.tiles_per_row;
575
+ this.#sampling_u32[SAMPLING_RADIANCE_RESOLUTION] = this.radiance_resolution;
576
+ this.#sampling_u32[SAMPLING_RADIANCE_TILES_PER_ROW] = this.#radiance.tiles_per_row;
577
+ this.#sampling_f32[SAMPLING_RADIANCE_TEXEL] = 1 / radiance_texture.width;
578
+ this.#sampling_f32[SAMPLING_RADIANCE_TEXEL + 1] = 1 / radiance_texture.height;
579
+ this.#sampling_f32[SAMPLING_RADIANCE_TILES_PER_ROW_RECIPROCAL] = 1 / this.#radiance.tiles_per_row;
580
+
581
+ this.#device.queue.writeBuffer(this.#sampling, 0, this.#sampling_data);
582
+
583
+ const clock = time - this.#time_origin;
584
+
585
+ this.#retire_settings.capacity = this.#capacity;
586
+ this.#retire_settings.resolution = this.resolution;
587
+ this.#retire_settings.time = clock;
588
+ this.#retire_settings.retention_time = retention_time;
589
+
590
+ this.#want_settings.cascade_count = this.cascade_count;
591
+ this.#want_settings.resolution = this.resolution;
592
+ this.#want_settings.frame = this.#frame;
593
+ this.#want_settings.key_count = this.#key_count;
594
+
595
+ // the hits' wants read the last frame's rays, as that frame laid them out
596
+ const want_hits = this.#want_hits_settings;
597
+
598
+ want_hits.cascade_count = this.cascade_count;
599
+ want_hits.resolution = this.resolution;
600
+ want_hits.key_count = this.#key_count;
601
+ want_hits.trace_capacity = this.#rays_trace_capacity;
602
+ want_hits.rays_per_probe = this.#rays_per_probe;
603
+
604
+ this.#rays_trace_capacity = trace_capacity;
605
+ this.#rays_per_probe = rays_per_probe;
606
+
607
+ this.#admit_command_settings.key_count = this.#key_count;
608
+
609
+ this.#admit_settings.capacity = this.#capacity;
610
+ this.#admit_settings.resolution = this.resolution;
611
+ this.#admit_settings.key_count = this.#key_count;
612
+ this.#admit_settings.time = clock;
613
+
614
+ this.#schedule_settings.capacity = this.#capacity;
615
+ this.#schedule_settings.key_count = this.#key_count;
616
+ this.#schedule_settings.trace_capacity = trace_capacity;
617
+
618
+ this.#due_settings.capacity = this.#capacity;
619
+ this.#due_settings.resolution = this.resolution;
620
+ this.#due_settings.trace_capacity = trace_capacity;
621
+ this.#due_settings.frame = this.#frame;
622
+
623
+ this.#trace_command_settings.trace_capacity = trace_capacity;
624
+ this.#trace_command_settings.rays_per_probe = rays_per_probe;
625
+ this.#trace_command_settings.radiance_resolution = this.radiance_resolution;
626
+ this.#trace_command_settings.depth_resolution = this.depth_resolution;
627
+
628
+ // past the coarsest window's far corner every ray has left the clipmap
629
+ const coarsest = brick_clipmap.cascade_count - 1;
630
+
631
+ this.#trace_settings.trace_capacity = trace_capacity;
632
+ this.#trace_settings.rays_per_probe = rays_per_probe;
633
+ this.#trace_settings.radiance_resolution = this.radiance_resolution;
634
+ this.#trace_settings.brick_cascade_count = brick_clipmap.cascade_count;
635
+ this.#trace_settings.t_max = Math.sqrt(3) * brick_clipmap.resolution * brick_clipmap.cell_size(coarsest);
636
+
637
+ this.#relocate_settings.trace_capacity = trace_capacity;
638
+ this.#relocate_settings.brick_cascade_count = brick_clipmap.cascade_count;
639
+
640
+ this.#shade_settings.trace_capacity = trace_capacity;
641
+ this.#shade_settings.rays_per_probe = rays_per_probe;
642
+
643
+ const accumulate = this.#accumulate_settings;
644
+
645
+ accumulate.trace_capacity = trace_capacity;
646
+ accumulate.rays_per_probe = rays_per_probe;
647
+ accumulate.radiance_resolution = this.radiance_resolution;
648
+ accumulate.depth_resolution = this.depth_resolution;
649
+ accumulate.radiance_tiles_per_row = this.#radiance.tiles_per_row;
650
+ accumulate.depth_tiles_per_row = this.#depth.tiles_per_row;
651
+ accumulate.time = clock;
652
+ accumulate.response_time = response_time;
653
+
654
+ this.#project_settings.trace_capacity = trace_capacity;
655
+ this.#project_settings.radiance_resolution = this.radiance_resolution;
656
+ this.#project_settings.depth_resolution = this.depth_resolution;
657
+ this.#project_settings.time = clock;
658
+
659
+ const publish = this.#publish_settings;
660
+
661
+ publish.trace_capacity = trace_capacity;
662
+ publish.radiance_resolution = this.radiance_resolution;
663
+ publish.depth_resolution = this.depth_resolution;
664
+ publish.radiance_tiles_per_row = this.#radiance.tiles_per_row;
665
+ publish.depth_tiles_per_row = this.#depth.tiles_per_row;
666
+
667
+ this.#brick_clipmap = brick_clipmap;
668
+ this.#scene = scene;
669
+ this.#materials = materials;
670
+ this.#card_rows = card_rows;
671
+
672
+ const tiles_x = Math.ceil(resolution[0] / PROBE_WANT_TILE);
673
+ const tiles_y = Math.ceil(resolution[1] / PROBE_WANT_TILE);
674
+
675
+ this.#want_groups[0] = Math.ceil(tiles_x / PROBE_WANT_WORKGROUP_TILES);
676
+ this.#want_groups[1] = Math.ceil(tiles_y / PROBE_WANT_WORKGROUP_TILES);
677
+
678
+ this.#camera = camera;
679
+
680
+ const data = this.#lifetime_data;
681
+ const pass = graph.add("Probe Clipmap Lifetime", data, this.#execute_lifetime);
682
+
683
+ data.counters = pass.write(graph_import_buffer(graph, this.#counters, "probe_counters"));
684
+ data.depth = pass.read(depth);
685
+ data.normal = pass.read(normal);
686
+ data.stbn = stbn;
687
+
688
+ pass.make_side_effect();
689
+
690
+ // the local lights the rays' hits take, clustered over the bricks' cascades, where every hit is (§8.7)
691
+ const coarsest_cell = brick_clipmap.cell_size(coarsest);
692
+
693
+ for (let axis = 0; axis < 3; axis++) {
694
+ const corner = brick_clipmap.corner(coarsest, axis);
695
+
696
+ this.#clusters_min[axis] = corner * coarsest_cell;
697
+ this.#clusters_max[axis] = (corner + brick_clipmap.resolution) * coarsest_cell;
698
+ }
699
+
700
+ const clusters = graph_build_world_light_clusters({
701
+ graph,
702
+ lights: scene.lights,
703
+ levels: graph_import_buffer(graph, brick_clipmap.levels, "probe_brick_levels"),
704
+ cascade_count: brick_clipmap.cascade_count,
705
+ border: 0,
706
+ coarsest_min: this.#clusters_min,
707
+ coarsest_max: this.#clusters_max,
708
+ });
709
+
710
+ // the frame's updates, once its bricks are built
711
+ const update_data = this.#update_data;
712
+ const update = graph.add("Probe Clipmap Update", update_data, this.#execute_update);
713
+
714
+ update_data.counters = update.write(data.counters);
715
+ update_data.bricks = update.read(bricks);
716
+ update_data.world_cluster_lookup = update.read(clusters.lookup);
717
+ update_data.world_cluster_data = update.read(clusters.data);
718
+ update_data.shadowmap_atlas = update.read(shadowmap_atlas);
719
+
720
+ update.make_side_effect();
721
+
722
+ // an admission the free list could not serve grows the capacity, from a later frame
723
+ graph_read_buffer({ graph, buffer: update_data.counters, offset: 4 * PROBE_COUNTER_STARVED, size: 4 })
724
+ .then(reference => {
725
+ try {
726
+ const starved = new Uint32Array(reference.getValue())[0];
727
+
728
+ if (!this.#destroyed && starved !== this.#starved) {
729
+ this.#starved = starved;
730
+ this.#grow_pending = true;
731
+ }
732
+ } finally {
733
+ reference.release();
734
+ }
735
+ });
736
+
737
+ this.#frame++;
738
+ }
739
+
740
+ /**
741
+ * Place every window, coarsest first, and write the cage windows the readers take.
742
+ */
743
+ #place(x, y, z) {
744
+ const placement = this.#placement;
745
+ const n = this.resolution;
746
+
747
+ placement.begin();
748
+
749
+ for (let c = this.cascade_count - 1; c >= 0; c--) {
750
+ placement.place(c, x, y, z);
751
+ }
752
+
753
+ for (let c = 0; c < this.cascade_count; c++) {
754
+ const level = (c * CLIPMAP_LEVEL_STRUCT.aligned_size) >>> 2;
755
+
756
+ for (let axis = 0; axis < 3; axis++) {
757
+ this.#levels_i32[level + axis] = placement.corner(c, axis);
758
+ // the cages: a cell between two lattice points
759
+ this.#levels_i32[level + 4 + axis] = n - 1;
760
+ }
761
+
762
+ this.#levels_f32[level + 3] = placement.cell_size(c);
763
+ }
764
+ }
765
+
766
+ /**
767
+ * Double the capacity: the atlases add rows, the per-slot buffers grow with a copy, and the new
768
+ * slots are pushed by the next frame.
769
+ */
770
+ #grow() {
771
+ const old_capacity = this.#capacity;
772
+ const capacity = Math.min(2 * old_capacity, this.#radiance.capacity_limit, this.#depth.capacity_limit);
773
+
774
+ if (capacity <= old_capacity) {
775
+ return;
776
+ }
777
+
778
+ this.#radiance.ensure_capacity(capacity);
779
+ this.#depth.ensure_capacity(capacity);
780
+
781
+ this.#states = this.#regrow(this.#states, 'probe states', 8 * capacity);
782
+ this.#records = this.#regrow(this.#records, 'probe records', PROBE_RECORD_STRUCT.size * capacity);
783
+ this.#free = this.#regrow(this.#free, 'probe free list', 4 * capacity);
784
+ this.#active[0] = this.#regrow(this.#active[0], 'probe active 0', LIST_HEADER_BYTES + 4 * capacity);
785
+ this.#active[1] = this.#regrow(this.#active[1], 'probe active 1', LIST_HEADER_BYTES + 4 * capacity);
786
+
787
+ this.#capacity = capacity;
788
+ this.#pushes.push(old_capacity, capacity - old_capacity);
789
+ }
790
+
791
+ /**
792
+ * A trace list of at least `trace_capacity` probes: U follows the ray settings, which change without a
793
+ * rebuild.
794
+ */
795
+ #ensure_trace(trace_capacity) {
796
+ if (this.#trace !== null && this.#trace_capacity >= trace_capacity) {
797
+ return;
798
+ }
799
+
800
+ this.#trace?.destroy();
801
+ this.#origins?.destroy();
802
+ this.#maps?.destroy();
803
+ this.#projection?.destroy();
804
+ this.#trace_capacity = trace_capacity;
805
+ this.#trace = this.#create_buffer('probe trace', LIST_HEADER_BYTES + 4 * trace_capacity, GPUBufferUsage.COPY_DST);
806
+ this.#origins = this.#create_buffer('probe origins', 16 * trace_capacity, 0);
807
+ this.#maps = this.#create_buffer('probe maps', 4 * probe_clipmap_maps_words(this.radiance_resolution, this.depth_resolution) * trace_capacity, 0);
808
+ this.#projection = this.#create_buffer('probe projection', PROBE_PROJECTION_ROW_STRUCT.size * this.radiance_resolution * trace_capacity, 0);
809
+ }
810
+
811
+ /**
812
+ * Room for `ray_count` rays, U·R: the update's rays, which the ray settings size.
813
+ */
814
+ #ensure_rays(ray_count) {
815
+ if (this.#rays !== null && this.#ray_capacity >= ray_count) {
816
+ return;
817
+ }
818
+
819
+ this.#rays?.destroy();
820
+ this.#ray_capacity = ray_count;
821
+ this.#rays = this.#create_buffer('probe rays', PROBE_RAY_STRUCT.size * ray_count, 0);
822
+ }
823
+
824
+ #execute_lifetime = (data, resources, context) => {
825
+ const encoder = context.encoder;
826
+ const counters = resources.get(data.counters);
827
+ const b = this.#bindings;
828
+
829
+ if (this.#fill_pending) {
830
+ this.#fill_pending = false;
831
+
832
+ shader_slot_stack_fill.dispatch({
833
+ encoder,
834
+ group_count_x: Math.min(Math.ceil(this.#capacity / SLOT_STACK_FILL_WORKGROUP_SIZE), WEBGPU_GUARANTEED_MAX_COMPUTE_WORKGROUPS_PER_DIMENSION),
835
+ bindings: { capacity: this.#capacity, slots: this.#free },
836
+ });
837
+
838
+ shader_probe_clipmap_fill.dispatch({
839
+ encoder,
840
+ group_count_x: this.resolution,
841
+ group_count_y: this.resolution * this.cascade_count,
842
+ bindings: { probe_indirection: this.#indirection_view },
843
+ });
844
+ }
845
+
846
+ const pushes = this.#pushes;
847
+
848
+ for (let i = 0; i < pushes.length; i += 2) {
849
+ const settings = this.#push_settings;
850
+
851
+ settings.first = pushes[i];
852
+ settings.count = pushes[i + 1];
853
+
854
+ shader_slot_stack_push_range.dispatch({
855
+ encoder,
856
+ group_count_x: Math.min(Math.ceil(settings.count / SLOT_STACK_PUSH_RANGE_WORKGROUP_SIZE), WEBGPU_GUARANTEED_MAX_COMPUTE_WORKGROUPS_PER_DIMENSION),
857
+ bindings: { settings, counts: counters, slots: this.#free },
858
+ });
859
+ }
860
+
861
+ pushes.length = 0;
862
+
863
+ const active_read = this.#active[this.#parity];
864
+ const active_write = this.#active[1 - this.#parity];
865
+
866
+ this.#parity = 1 - this.#parity;
867
+
868
+ // the frame's lists start empty, and no point is wanted yet; the trace list holds the last frame's
869
+ // updates until the hits' wants have read their rays
870
+ encoder.clearBuffer(active_write, 0, 4);
871
+ encoder.clearBuffer(this.#wanted, 0, 4);
872
+ encoder.clearBuffer(this.#wanted_bits);
873
+
874
+ b.probe_levels = this.#levels;
875
+ b.probe_indirection = this.#indirection_view;
876
+ b.probe_states = this.#states;
877
+ b.probe_records = this.#records;
878
+ b.probe_counters = counters;
879
+ b.probe_free = this.#free;
880
+ b.probe_active_read = active_read;
881
+ b.probe_active_write = active_write;
882
+ b.probe_wanted = this.#wanted;
883
+ b.probe_wanted_bits = this.#wanted_bits;
884
+ b.probe_trace = this.#trace;
885
+ b.probe_dispatch = this.#dispatch;
886
+
887
+ b.settings = this.#retire_settings;
888
+
889
+ shader_probe_clipmap_retire.dispatchIndirect({
890
+ encoder,
891
+ bindings: b,
892
+ command: this.#dispatch,
893
+ command_offset: 4 * PROBE_DISPATCH_ACTIVE,
894
+ });
895
+
896
+ b.gBufferDepth = resources.get(data.depth);
897
+ b.gBufferNormals = resources.get(data.normal);
898
+ b.camera = this.#camera;
899
+ b.tSTBN_vec2 = data.stbn;
900
+ b.settings = this.#want_settings;
901
+
902
+ shader_probe_clipmap_want.dispatch({
903
+ encoder,
904
+ group_count_x: this.#want_groups[0],
905
+ group_count_y: this.#want_groups[1],
906
+ bindings: b,
907
+ });
908
+
909
+ // the last frame's hits want the probes their bounce reads, through the launch their rays had,
910
+ // before the frame's trace command writes it over
911
+ b.probe_origins = this.#origins;
912
+ b.probe_rays = this.#rays;
913
+ b.settings = this.#want_hits_settings;
914
+
915
+ shader_probe_clipmap_want_hits.dispatchIndirect({
916
+ encoder,
917
+ bindings: b,
918
+ command: this.#dispatch,
919
+ command_offset: 4 * PROBE_DISPATCH_RAYS,
920
+ });
921
+
922
+ encoder.clearBuffer(this.#trace, 0, 4);
923
+
924
+ b.settings = this.#admit_command_settings;
925
+
926
+ shader_probe_clipmap_admit_command.dispatch({ encoder, bindings: b });
927
+
928
+ b.settings = this.#admit_settings;
929
+
930
+ shader_probe_clipmap_admit.dispatchIndirect({
931
+ encoder,
932
+ bindings: b,
933
+ command: this.#dispatch,
934
+ command_offset: 4 * PROBE_DISPATCH_ADMIT,
935
+ });
936
+
937
+ b.settings = this.#schedule_settings;
938
+
939
+ shader_probe_clipmap_schedule.dispatch({ encoder, bindings: b });
940
+
941
+ // the frame's updates: the NEW probes first, then those whose turn it is
942
+ const due = this.#due_settings;
943
+
944
+ b.settings = due;
945
+
946
+ for (const new_only of [1, 0]) {
947
+ due.new_only = new_only;
948
+
949
+ shader_probe_clipmap_due.dispatchIndirect({
950
+ encoder,
951
+ bindings: b,
952
+ command: this.#dispatch,
953
+ command_offset: 4 * PROBE_DISPATCH_ACTIVE,
954
+ });
955
+ }
956
+
957
+ b.settings = this.#trace_command_settings;
958
+
959
+ shader_probe_clipmap_trace_command.dispatch({ encoder, bindings: b });
960
+ };
961
+
962
+ #execute_update = (data, resources, context) => {
963
+ const encoder = context.encoder;
964
+ const b = this.#bindings;
965
+
966
+ this.#brick_clipmap.write_bindings(b);
967
+
968
+ b.probe_counters = resources.get(data.counters);
969
+ b.probe_origins = this.#origins;
970
+ b.settings = this.#relocate_settings;
971
+
972
+ shader_probe_clipmap_relocate.dispatchIndirect({
973
+ encoder,
974
+ bindings: b,
975
+ command: this.#dispatch,
976
+ command_offset: 4 * PROBE_DISPATCH_TRACED,
977
+ });
978
+
979
+ const scene = this.#scene;
980
+ const lights = scene.lights;
981
+
982
+ b.probe_rays = this.#rays;
983
+ b.light_data = lights.buffer_data;
984
+ b.settings = this.#trace_settings;
985
+
986
+ shader_probe_clipmap_trace.dispatchIndirect({
987
+ encoder,
988
+ bindings: b,
989
+ command: this.#dispatch,
990
+ command_offset: 4 * PROBE_DISPATCH_RAYS,
991
+ });
992
+
993
+ // what each ray brings back: the buffers taken now, since a table may have been replaced as it grew
994
+ const sdf = scene.geometries.sdf;
995
+ const cards = sdf.cards;
996
+
997
+ sdf.write_bindings(b);
998
+
999
+ b.scene_database = scene.scene_database_buffer;
1000
+ b.mesh_card_rows = this.#card_rows;
1001
+ b.mesh_card_sets = cards.records;
1002
+ b.mesh_card_albedo = cards.atlas.texture_at(0).obtainView();
1003
+ b.mesh_card_emissive = cards.atlas.texture_at(1).obtainView();
1004
+ b.materials = this.#materials.buffer_materials;
1005
+ b.texture_means = this.#materials.buffer_texture_means;
1006
+ b.tEnvironment = lights.environment.obtainView();
1007
+ b.settings = this.#shade_settings;
1008
+
1009
+ shader_probe_clipmap_shade.dispatchIndirect({
1010
+ encoder,
1011
+ bindings: b,
1012
+ command: this.#dispatch,
1013
+ command_offset: 4 * PROBE_DISPATCH_RAYS,
1014
+ });
1015
+
1016
+ // the light each hit takes from beyond the trace: its cell's local lights, and the next bounce from
1017
+ // last frame's probes
1018
+ this.write_sampling_bindings(b);
1019
+ b.world_cluster_lookup = resources.get(data.world_cluster_lookup);
1020
+ b.world_cluster_data = resources.get(data.world_cluster_data);
1021
+ b.shadowmapAtlas = resources.get(data.shadowmap_atlas).obtainView();
1022
+ b.settings = this.#trace_settings;
1023
+
1024
+ shader_probe_clipmap_light.dispatchIndirect({
1025
+ encoder,
1026
+ bindings: b,
1027
+ command: this.#dispatch,
1028
+ command_offset: 4 * PROBE_DISPATCH_RAYS,
1029
+ });
1030
+
1031
+ // the probes' maps from their rays, against the atlases as they were; their SH and kind from the
1032
+ // maps; then the atlases from the maps
1033
+ b.probe_maps = this.#maps;
1034
+ b.probe_projection = this.#projection;
1035
+ b.probe_radiance = this.#radiance.texture_at(0).obtainView();
1036
+ b.probe_depth = this.#depth.texture_at(0).obtainView();
1037
+ b.settings = this.#accumulate_settings;
1038
+
1039
+ shader_probe_clipmap_accumulate.dispatchIndirect({
1040
+ encoder,
1041
+ bindings: b,
1042
+ command: this.#dispatch,
1043
+ command_offset: 4 * PROBE_DISPATCH_TEXELS,
1044
+ });
1045
+
1046
+ b.settings = this.#project_settings;
1047
+
1048
+ shader_probe_clipmap_project_rows.dispatchIndirect({
1049
+ encoder,
1050
+ bindings: b,
1051
+ command: this.#dispatch,
1052
+ command_offset: 4 * PROBE_DISPATCH_ROWS,
1053
+ });
1054
+
1055
+ shader_probe_clipmap_project.dispatchIndirect({
1056
+ encoder,
1057
+ bindings: b,
1058
+ command: this.#dispatch,
1059
+ command_offset: 4 * PROBE_DISPATCH_TRACED,
1060
+ });
1061
+
1062
+ b.settings = this.#publish_settings;
1063
+
1064
+ shader_probe_clipmap_publish.dispatchIndirect({
1065
+ encoder,
1066
+ bindings: b,
1067
+ command: this.#dispatch,
1068
+ command_offset: 4 * PROBE_DISPATCH_PUBLISH,
1069
+ });
1070
+ };
1071
+
1072
+ /**
1073
+ * @param {string} name
1074
+ * @param {number} size
1075
+ * @param {GPUBufferUsageFlags} usage beside STORAGE
1076
+ * @returns {GPUBuffer}
1077
+ */
1078
+ #create_buffer(name, size, usage) {
1079
+ return this.#device.createBuffer(BufferDescriptor.fromJSON({
1080
+ label: `Probe clipmap / ${name}`,
1081
+ size,
1082
+ usage: GPUBufferUsage.STORAGE | usage,
1083
+ }));
1084
+ }
1085
+
1086
+ /**
1087
+ * A larger buffer with the old one's bytes, copied ahead of the frame's commands; the old one is
1088
+ * destroyed after the copy is submitted.
1089
+ *
1090
+ * @param {GPUBuffer} old
1091
+ * @param {string} name
1092
+ * @param {number} size
1093
+ * @returns {GPUBuffer}
1094
+ */
1095
+ #regrow(old, name, size) {
1096
+ const device = this.#device;
1097
+ const buffer = this.#create_buffer(name, size, GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST);
1098
+
1099
+ const encoder = device.createCommandEncoder({ label: `Probe clipmap / ${name} growth` });
1100
+
1101
+ encoder.copyBufferToBuffer(old, 0, buffer, 0, old.size);
1102
+ device.queue.submit([encoder.finish()]);
1103
+
1104
+ old.destroy();
1105
+
1106
+ return buffer;
1107
+ }
1108
+
1109
+ destroy() {
1110
+ if (this.#destroyed) {
1111
+ return;
1112
+ }
1113
+
1114
+ this.#destroyed = true;
1115
+
1116
+ this.#indirection.destroy();
1117
+ this.#radiance.destroy();
1118
+ this.#depth.destroy();
1119
+
1120
+ for (const buffer of [this.#levels, this.#states, this.#records, this.#free, this.#counters, this.#dispatch, ...this.#active, this.#wanted, this.#wanted_bits, this.#trace, this.#origins, this.#maps, this.#projection, this.#rays, this.#sampling]) {
1121
+ buffer?.destroy();
1122
+ }
1123
+ }
1124
+ }