@woosh/meep-engine 3.58.0 → 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 (609) hide show
  1. package/editor/particles/effect/ParticleEffectDocument.d.ts +162 -43
  2. package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -1
  3. package/editor/particles/effect/ParticleEffectDocument.js +450 -43
  4. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +12 -3
  5. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  6. package/editor/particles/effect/ParticleReferenceSimulation.js +78 -23
  7. package/editor/particles/effect/make_starter_particle_effect.js +17 -17
  8. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts +3 -3
  9. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts.map +1 -1
  10. package/editor/view/particles/effect/ParticleEmitterInspectorView.js +224 -67
  11. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  12. package/editor/view/particles/effect/ParticleGraphEditorView.js +44 -11
  13. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts +2 -1
  14. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts.map +1 -1
  15. package/editor/view/particles/effect/ParticleNodeParametersView.js +46 -16
  16. package/editor/view/particles/effect/ParticlePreviewView.js +2 -2
  17. package/editor/view/particles/effect/particle-editor.css +77 -68
  18. package/package.json +1 -1
  19. package/src/engine/Engine.d.ts.map +1 -1
  20. package/src/engine/Engine.js +2 -2
  21. package/src/engine/ecs/EntityManager.d.ts +29 -5
  22. package/src/engine/ecs/EntityManager.d.ts.map +1 -1
  23. package/src/engine/ecs/EntityManager.js +37 -1
  24. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  25. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +4 -0
  26. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +74 -17
  27. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
  28. package/src/engine/graphics/ecs/particles/ParticleEffect.js +156 -25
  29. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +13 -3
  30. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
  31. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +59 -13
  32. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +3 -3
  33. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +9 -9
  34. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.d.ts +15 -0
  35. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.d.ts.map +1 -0
  36. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.js +78 -0
  37. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts +2 -0
  38. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts.map +1 -1
  39. package/src/engine/graphics/ecs/trail3d/Trail3D.js +2 -0
  40. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.js +1 -1
  41. package/src/engine/graphics/ecs/trail3d/seed_trail_tube.js +1 -1
  42. package/src/engine/graphics/trail/tube/TubeX.d.ts +5 -3
  43. package/src/engine/graphics/trail/tube/TubeX.d.ts.map +1 -1
  44. package/src/engine/graphics/trail/tube/TubeX.js +5 -3
  45. package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts +3 -2
  46. package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts.map +1 -1
  47. package/src/engine/graphics/trail/tube/tube_attributes_spec.js +9 -8
  48. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +65 -4
  49. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  50. package/src/engine/graphics3/GPUParticleEmitterSystem.js +1351 -904
  51. package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts +1 -1
  52. package/src/engine/graphics3/trail/trail_tube_write_geometry.js +13 -13
  53. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  54. package/src/generation/foliage/FOLIAGE_DESIGN.md +26 -5
  55. package/src/generation/foliage/LOD_REWORK_BRIEF_2026_10_27.md +35 -0
  56. package/src/generation/foliage/SELF_ORGANIZING_FRAMEWORK_BRIEF_2026_10_26.md +2 -1
  57. package/src/generation/foliage/TWO_FRONT_ENDS_BRIEF_2026_10_28.md +552 -0
  58. package/src/generation/foliage/analysis/tree_crown_opacity.d.ts.map +1 -1
  59. package/src/generation/foliage/analysis/tree_crown_opacity.js +2 -1
  60. package/src/generation/foliage/analysis/tree_render_cost.d.ts +5 -3
  61. package/src/generation/foliage/analysis/tree_render_cost.d.ts.map +1 -1
  62. package/src/generation/foliage/analysis/tree_render_cost.js +8 -7
  63. package/src/generation/foliage/asset/TreeAsset.d.ts +17 -0
  64. package/src/generation/foliage/asset/TreeAsset.d.ts.map +1 -1
  65. package/src/generation/foliage/asset/TreeAsset.js +20 -0
  66. package/src/generation/foliage/asset/TreeSpeciesCache.d.ts +69 -0
  67. package/src/generation/foliage/asset/TreeSpeciesCache.d.ts.map +1 -0
  68. package/src/generation/foliage/asset/TreeSpeciesCache.js +147 -0
  69. package/src/generation/foliage/asset/generate_tree.d.ts +10 -0
  70. package/src/generation/foliage/asset/generate_tree.d.ts.map +1 -1
  71. package/src/generation/foliage/asset/generate_tree.js +57 -29
  72. package/src/generation/foliage/asset/place_tree.d.ts +2 -1
  73. package/src/generation/foliage/asset/place_tree.d.ts.map +1 -1
  74. package/src/generation/foliage/asset/place_tree.js +2 -1
  75. package/src/generation/foliage/asset/tree_lod_plan.d.ts +4 -2
  76. package/src/generation/foliage/asset/tree_lod_plan.d.ts.map +1 -1
  77. package/src/generation/foliage/asset/tree_lod_plan.js +12 -14
  78. package/src/generation/foliage/asset/tree_shoot_instances.d.ts +119 -0
  79. package/src/generation/foliage/asset/tree_shoot_instances.d.ts.map +1 -0
  80. package/src/generation/foliage/asset/tree_shoot_instances.js +410 -0
  81. package/src/generation/foliage/asset/tree_shoot_prototypes.d.ts +155 -0
  82. package/src/generation/foliage/asset/tree_shoot_prototypes.d.ts.map +1 -0
  83. package/src/generation/foliage/asset/tree_shoot_prototypes.js +251 -0
  84. package/src/generation/foliage/config/TreeGrowth.d.ts +10 -0
  85. package/src/generation/foliage/config/TreeGrowth.d.ts.map +1 -0
  86. package/src/generation/foliage/config/TreeGrowth.js +18 -0
  87. package/src/generation/foliage/config/TreeLODConfig.d.ts +6 -0
  88. package/src/generation/foliage/config/TreeLODConfig.d.ts.map +1 -1
  89. package/src/generation/foliage/config/TreeLODConfig.js +7 -0
  90. package/src/generation/foliage/index.d.ts +3 -0
  91. package/src/generation/foliage/index.js +3 -0
  92. package/src/generation/foliage/material/foliage_tile.d.ts +6 -6
  93. package/src/generation/foliage/material/foliage_tile.js +3 -3
  94. package/src/generation/foliage/material/tree_cluster_atlas.d.ts +44 -0
  95. package/src/generation/foliage/material/tree_cluster_atlas.d.ts.map +1 -0
  96. package/src/generation/foliage/material/tree_cluster_atlas.js +37 -0
  97. package/src/generation/foliage/mesh/foliage_collect_attachments.js +2 -2
  98. package/src/generation/foliage/mesh/foliage_scale_spread.d.ts +14 -0
  99. package/src/generation/foliage/mesh/foliage_scale_spread.d.ts.map +1 -0
  100. package/src/generation/foliage/mesh/foliage_scale_spread.js +15 -0
  101. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts +8 -7
  102. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts.map +1 -1
  103. package/src/generation/foliage/mesh/tree_cluster_representatives.js +85 -40
  104. package/src/generation/foliage/mesh/tree_clusters.d.ts +26 -5
  105. package/src/generation/foliage/mesh/tree_clusters.d.ts.map +1 -1
  106. package/src/generation/foliage/mesh/tree_clusters.js +52 -39
  107. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -1
  108. package/src/generation/foliage/mesh/tree_mesh_build_bark.js +32 -54
  109. package/src/generation/foliage/presets/make_tree_species_preset.d.ts +6 -1
  110. package/src/generation/foliage/presets/make_tree_species_preset.d.ts.map +1 -1
  111. package/src/generation/foliage/presets/make_tree_species_preset.js +157 -3
  112. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts +19 -0
  113. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts.map +1 -1
  114. package/src/generation/foliage/skeleton/TreeSkeleton.js +41 -0
  115. package/src/generation/foliage/skeleton/tree_skeleton_compute_joint_mechanics.d.ts +5 -0
  116. package/src/generation/foliage/skeleton/tree_skeleton_compute_joint_mechanics.d.ts.map +1 -1
  117. package/src/generation/foliage/skeleton/tree_skeleton_compute_joint_mechanics.js +8 -1
  118. package/src/generation/foliage/skeleton/tree_skeleton_copy_branches.d.ts +70 -0
  119. package/src/generation/foliage/skeleton/tree_skeleton_copy_branches.d.ts.map +1 -0
  120. package/src/generation/foliage/skeleton/tree_skeleton_copy_branches.js +171 -0
  121. package/src/generation/foliage/skeleton/tree_skeleton_extend_branch.d.ts +17 -0
  122. package/src/generation/foliage/skeleton/tree_skeleton_extend_branch.d.ts.map +1 -0
  123. package/src/generation/foliage/skeleton/tree_skeleton_extend_branch.js +79 -0
  124. package/src/generation/foliage/skeleton/tree_skeleton_fit_crown_frame.d.ts +12 -0
  125. package/src/generation/foliage/skeleton/tree_skeleton_fit_crown_frame.d.ts.map +1 -0
  126. package/src/generation/foliage/skeleton/tree_skeleton_fit_crown_frame.js +56 -0
  127. package/src/generation/foliage/skeleton/tree_skeleton_floor_girth.d.ts +11 -0
  128. package/src/generation/foliage/skeleton/tree_skeleton_floor_girth.d.ts.map +1 -0
  129. package/src/generation/foliage/skeleton/tree_skeleton_floor_girth.js +38 -0
  130. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts +4 -11
  131. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts.map +1 -1
  132. package/src/generation/foliage/skeleton/tree_skeleton_grow.js +8 -2034
  133. package/src/generation/foliage/skeleton/tree_skeleton_grow_framework.d.ts +22 -0
  134. package/src/generation/foliage/skeleton/tree_skeleton_grow_framework.d.ts.map +1 -0
  135. package/src/generation/foliage/skeleton/tree_skeleton_grow_framework.js +2050 -0
  136. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts +10 -0
  137. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts.map +1 -1
  138. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.js +27 -56
  139. package/src/shade/descriptor/pipeline/render/DepthStencilState.d.ts +4 -0
  140. package/src/shade/descriptor/pipeline/render/DepthStencilState.d.ts.map +1 -1
  141. package/src/shade/descriptor/pipeline/render/DepthStencilState.js +170 -144
  142. package/src/shade/descriptor/pipeline/render/MultisampleState.d.ts +4 -0
  143. package/src/shade/descriptor/pipeline/render/MultisampleState.d.ts.map +1 -1
  144. package/src/shade/descriptor/pipeline/render/MultisampleState.js +78 -65
  145. package/src/shade/descriptor/pipeline/render/RenderPipelineDescriptor.d.ts.map +1 -1
  146. package/src/shade/descriptor/pipeline/render/RenderPipelineDescriptor.js +176 -172
  147. package/src/shade/descriptor/pipeline/render/StencilFaceState.d.ts +4 -0
  148. package/src/shade/descriptor/pipeline/render/StencilFaceState.d.ts.map +1 -1
  149. package/src/shade/descriptor/pipeline/render/StencilFaceState.js +107 -88
  150. package/src/shade/playground/particle_ecs/README.md +9 -8
  151. package/src/shade/playground/particle_ecs/bonfire_editor.js +3 -3
  152. package/src/shade/playground/particle_ecs/bonfire_effects.d.ts +6 -6
  153. package/src/shade/playground/particle_ecs/bonfire_effects.js +6 -6
  154. package/src/shade/playground/particle_editor/README.md +14 -11
  155. package/src/shade/playground/particle_system/particle_prototype.js +18 -18
  156. package/src/shade/playground/particle_system/particle_scene.js +13 -13
  157. package/src/shade/playground/probe_clipmap/README.md +42 -0
  158. package/src/shade/playground/probe_clipmap/index.html +178 -0
  159. package/src/shade/playground/probe_clipmap/main.d.ts +8 -0
  160. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -0
  161. package/src/shade/playground/probe_clipmap/main.js +360 -0
  162. package/src/shade/renderer/Renderer.d.ts +3 -1
  163. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  164. package/src/shade/renderer/Renderer.js +94 -38
  165. package/src/shade/renderer/extension/ViewTextures.d.ts +2 -1
  166. package/src/shade/renderer/extension/ViewTextures.d.ts.map +1 -1
  167. package/src/shade/renderer/extension/ViewTextures.js +2 -1
  168. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  169. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  170. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
  171. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  172. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  173. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts +34 -12
  174. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts.map +1 -1
  175. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.js +56 -15
  176. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.d.ts +2 -2
  177. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.d.ts.map +1 -1
  178. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.js +13 -26
  179. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.d.ts +25 -2
  180. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.d.ts.map +1 -1
  181. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.js +54 -32
  182. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.d.ts +14 -0
  183. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.d.ts.map +1 -0
  184. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.js +37 -0
  185. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_arena.d.ts.map +1 -1
  186. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_arena.js +16 -0
  187. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.d.ts.map +1 -1
  188. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.js +2 -6
  189. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.d.ts +131 -0
  190. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.d.ts.map +1 -0
  191. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.js +467 -0
  192. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts +24 -0
  193. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts.map +1 -0
  194. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.js +111 -0
  195. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.d.ts +42 -0
  196. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.d.ts.map +1 -0
  197. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.js +404 -0
  198. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.d.ts +16 -0
  199. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.d.ts.map +1 -0
  200. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.js +23 -0
  201. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.d.ts +17 -0
  202. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.d.ts.map +1 -0
  203. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.js +65 -0
  204. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.d.ts.map +1 -1
  205. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.js +14 -70
  206. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_traverse.d.ts.map +1 -1
  207. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_traverse.js +13 -773
  208. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.d.ts +55 -0
  209. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.d.ts.map +1 -0
  210. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.js +248 -0
  211. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_instances_to_meshlets.d.ts.map +1 -1
  212. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_instances_to_meshlets.js +15 -174
  213. package/src/shade/renderer/global_illumination/brick4/gpu/draw/chunk_brick4_probe_meta_pick2.d.ts.map +1 -1
  214. package/src/shade/renderer/global_illumination/brick4/gpu/draw/chunk_brick4_probe_meta_pick2.js +8 -24
  215. package/src/shade/renderer/global_illumination/brick4/gpu/draw/chunk_brick4_sample_forward_indirect.d.ts.map +1 -1
  216. package/src/shade/renderer/global_illumination/brick4/gpu/draw/chunk_brick4_sample_forward_indirect.js +1 -25
  217. package/src/shade/renderer/global_illumination/lpv/deprecated/chunk_lpv_get_visibility_mask.d.ts.map +1 -1
  218. package/src/shade/renderer/global_illumination/lpv/deprecated/chunk_lpv_get_visibility_mask.js +5 -23
  219. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts +25 -4
  220. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
  221. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +126 -8
  222. package/src/shade/renderer/global_illumination/probe_clipmap/PROBE_CLIPMAP_PROPOSAL_2026_10_27.md +832 -4
  223. package/src/shade/renderer/global_illumination/probe_clipmap/brick/BRICK_CLIPMAP.d.ts +7 -0
  224. package/src/shade/renderer/global_illumination/probe_clipmap/brick/BRICK_CLIPMAP.d.ts.map +1 -1
  225. package/src/shade/renderer/global_illumination/probe_clipmap/brick/BRICK_CLIPMAP.js +8 -0
  226. package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.d.ts +16 -0
  227. package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.d.ts.map +1 -1
  228. package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.js +9 -0
  229. package/src/shade/renderer/global_illumination/probe_clipmap/brick/{mesh/chunk_mesh_brick_object.d.ts → chunk_brick_object.d.ts} +8 -8
  230. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_object.d.ts.map +1 -0
  231. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_object.js +42 -0
  232. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_provider.d.ts +45 -0
  233. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_provider.d.ts.map +1 -0
  234. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_provider.js +93 -0
  235. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK_INSTANCE_STRUCT.d.ts +0 -7
  236. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK_INSTANCE_STRUCT.d.ts.map +1 -1
  237. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK_INSTANCE_STRUCT.js +0 -8
  238. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/chunk_mesh_brick_instance.d.ts +2 -4
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@@ -0,0 +1,29 @@
1
+ /**
2
+ * What the vgeo provider asks of a `meshes` row (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.8), on the scene database
3
+ * and the vgeo geometry rows:
4
+ *
5
+ * ```wgsl
6
+ * fn vgeo_brick_accept(row: u32, bounds: array<f32, 6>, voxel: f32) -> bool
7
+ * fn vgeo_brick_pair(row: u32, build: u32, lower: vec3<f32>, upper: vec3<f32>, voxel: f32, capacity: u32) -> bool
8
+ * ```
9
+ *
10
+ * `vgeo_brick_accept` is the gather's leaf filter, with `bounds` the row's world box and `voxel` the cascade's: the
11
+ * row is in the SDF world, its geometry is virtual (the mesh provider's rows are the others), and its box resolves
12
+ * in the cascade.
13
+ *
14
+ * `vgeo_brick_pair` writes the pair's record, a cut's instance record under `capacity`:
15
+ * - cut at a world error under half the voxel, at any distance: `k` is σ_max over half the voxel and the distance
16
+ * weight 0, so `vg_project` is the world error over half the voxel, against a τ of 1;
17
+ * - within the world box [lower, upper], put in the instance's object space as the bounds of its eight corners;
18
+ * - for taken cell `build`.
19
+ *
20
+ * It is false where the instance's transform flattens it or the records are full, which the caller counts.
21
+ *
22
+ * Requires the importing shader to declare `scene_database`, `geometries`, `vg_geometries`, `instances` and
23
+ * `claim_widths`.
24
+ *
25
+ * @type {CodeChunk}
26
+ */
27
+ export const chunk_vgeo_brick_pair: CodeChunk;
28
+ import { CodeChunk } from "../../../../shader/compiler/CodeChunk.js";
29
+ //# sourceMappingURL=chunk_vgeo_brick_pair.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_vgeo_brick_pair.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/brick/vgeo/chunk_vgeo_brick_pair.js"],"names":[],"mappings":"AAUA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,oCAFU,SAAS,CAyEhB;0BArGuB,0CAA0C"}
@@ -0,0 +1,108 @@
1
+ import { chunk_vgeo_cut_instance } from "../../../../geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.js";
2
+ import { VGEO_GEOMETRY_ROW_NONE } from "../../../../geometry/virtual/runtime/layout/VGEO_GEOMETRY_ROW_NONE.js";
3
+ import { VGEO_INSTANCE_OFFSET } from "../../../../geometry/virtual/runtime/layout/VGEO_INSTANCE_OFFSET.js";
4
+ import { chunk_scene_database_access } from "../../../../scene/chunk_scene_database_access.js";
5
+ import { MESH_FLAG_SDF_WORLD } from "../../../../scene/MESH_INSTANCE_METADATA_STRUCT.js";
6
+ import { chunk_mat4_inverse } from "../../../../shader/chunk/geometry/mat4/chunk_mat4_inverse.js";
7
+ import { CodeChunk } from "../../../../shader/compiler/CodeChunk.js";
8
+ import { chunk_brick_provider_resolves } from "../chunk_brick_provider.js";
9
+ import { VGEO_BRICK_PAIR_BOX, VGEO_BRICK_PAIR_BUILD } from "./VGEO_BRICK.js";
10
+
11
+ /**
12
+ * What the vgeo provider asks of a `meshes` row (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.8), on the scene database
13
+ * and the vgeo geometry rows:
14
+ *
15
+ * ```wgsl
16
+ * fn vgeo_brick_accept(row: u32, bounds: array<f32, 6>, voxel: f32) -> bool
17
+ * fn vgeo_brick_pair(row: u32, build: u32, lower: vec3<f32>, upper: vec3<f32>, voxel: f32, capacity: u32) -> bool
18
+ * ```
19
+ *
20
+ * `vgeo_brick_accept` is the gather's leaf filter, with `bounds` the row's world box and `voxel` the cascade's: the
21
+ * row is in the SDF world, its geometry is virtual (the mesh provider's rows are the others), and its box resolves
22
+ * in the cascade.
23
+ *
24
+ * `vgeo_brick_pair` writes the pair's record, a cut's instance record under `capacity`:
25
+ * - cut at a world error under half the voxel, at any distance: `k` is σ_max over half the voxel and the distance
26
+ * weight 0, so `vg_project` is the world error over half the voxel, against a τ of 1;
27
+ * - within the world box [lower, upper], put in the instance's object space as the bounds of its eight corners;
28
+ * - for taken cell `build`.
29
+ *
30
+ * It is false where the instance's transform flattens it or the records are full, which the caller counts.
31
+ *
32
+ * Requires the importing shader to declare `scene_database`, `geometries`, `vg_geometries`, `instances` and
33
+ * `claim_widths`.
34
+ *
35
+ * @type {CodeChunk}
36
+ */
37
+ export const chunk_vgeo_brick_pair = CodeChunk.from(
38
+ //language=WGSL
39
+ `
40
+ const VG_GEOMETRY_ROW_NONE = ${VGEO_GEOMETRY_ROW_NONE}u;
41
+
42
+ fn vgeo_brick_accept(row: u32, bounds: array<f32, 6>, voxel: f32) -> bool {
43
+ let mesh = scene_read_mesh(&scene_database, row);
44
+
45
+ if ((mesh.flags & ${MESH_FLAG_SDF_WORLD}u) == 0u) {
46
+ return false;
47
+ }
48
+
49
+ if (geometries[mesh.geometry].vg_row == VG_GEOMETRY_ROW_NONE) {
50
+ return false;
51
+ }
52
+
53
+ return brick_provider_resolves(bounds, voxel);
54
+ }
55
+
56
+ fn vgeo_brick_pair(row: u32, build: u32, lower: vec3<f32>, upper: vec3<f32>, voxel: f32, capacity: u32) -> bool {
57
+ let mesh = scene_read_mesh(&scene_database, row);
58
+ let global = scene_read_node(&scene_database, mesh.node).global;
59
+
60
+ let stretch = vg_instance_stretch(global);
61
+
62
+ if (!(stretch.y > 0.0)) {
63
+ return false;
64
+ }
65
+
66
+ let base = vg_instance_record(row, geometries[mesh.geometry].vg_row, capacity);
67
+
68
+ if (base == VG_INSTANCE_RECORD_NONE) {
69
+ return false;
70
+ }
71
+
72
+ // no eye: at a distance weight of 0 the projection is the world error itself, wherever the pair is
73
+ vg_store(base, ${VGEO_INSTANCE_OFFSET.EYE}u, 0.0);
74
+ vg_store(base, ${VGEO_INSTANCE_OFFSET.EYE + 1}u, 0.0);
75
+ vg_store(base, ${VGEO_INSTANCE_OFFSET.EYE + 2}u, 0.0);
76
+ vg_store(base, ${VGEO_INSTANCE_OFFSET.PROJECTION_K}u, stretch.x / (0.5 * voxel));
77
+ vg_store(base, ${VGEO_INSTANCE_OFFSET.DISTANCE_WEIGHT}u, 0.0);
78
+
79
+ let to_object = mat4_inverse(global);
80
+
81
+ var box_lower = vec3<f32>(3.4e38);
82
+ var box_upper = vec3<f32>(-3.4e38);
83
+
84
+ for (var corner = 0u; corner < 8u; corner++) {
85
+ let world = select(lower, upper, vec3<bool>((corner & 1u) != 0u, (corner & 2u) != 0u, (corner & 4u) != 0u));
86
+ let object = (to_object * vec4<f32>(world, 1.0)).xyz;
87
+
88
+ box_lower = min(box_lower, object);
89
+ box_upper = max(box_upper, object);
90
+ }
91
+
92
+ vg_store(base, ${VGEO_BRICK_PAIR_BOX}u, box_lower.x);
93
+ vg_store(base, ${VGEO_BRICK_PAIR_BOX + 1}u, box_lower.y);
94
+ vg_store(base, ${VGEO_BRICK_PAIR_BOX + 2}u, box_lower.z);
95
+ vg_store(base, ${VGEO_BRICK_PAIR_BOX + 3}u, box_upper.x);
96
+ vg_store(base, ${VGEO_BRICK_PAIR_BOX + 4}u, box_upper.y);
97
+ vg_store(base, ${VGEO_BRICK_PAIR_BOX + 5}u, box_upper.z);
98
+
99
+ instances[base + ${VGEO_BRICK_PAIR_BUILD}u] = build;
100
+
101
+ return true;
102
+ }
103
+ `, [
104
+ chunk_scene_database_access,
105
+ chunk_vgeo_cut_instance,
106
+ chunk_mat4_inverse,
107
+ chunk_brick_provider_resolves,
108
+ ]);
@@ -0,0 +1,31 @@
1
+ /**
2
+ * @type {number}
3
+ */
4
+ export const VGEO_BRICK_TIE: number;
5
+ /**
6
+ * A world brick texel's distance from the triangles of a taken cell's cut (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md
7
+ * §7.8), signed by the nearest triangle's side, and the row it came from.
8
+ *
9
+ * ```wgsl
10
+ * struct VGeoBrickTexel { distance: f32, row: u32 } // F32_MAX and 0 with no triangle within the band
11
+ * fn vgeo_brick_texel(p: vec3<f32>, count: u32, band: f32) -> VGeoBrickTexel
12
+ * ```
13
+ *
14
+ * `p` is in the triangles' space, the cell's own. The triangles come through a seam the enclosing shader defines,
15
+ * as the mesh provider's instances do: `fn vgeo_brick_triangle_at(i: u32) -> VGeoBrickTriangle`. The provider's
16
+ * kernel answers from workgroup memory; a test, from a buffer.
17
+ *
18
+ * Only what lies within `band` is told apart: past it a byte saturates, and a texel no triangle comes within is
19
+ * unsigned, which is positive (§7.8). The nearest triangle decides the sign. Of triangles as near, by
20
+ * {@link VGEO_BRICK_TIE}, which is a point they share, an edge or a corner, the one whose normal lies most along the
21
+ * texel's offset from that point decides: where faces meet at an angle, the face the texel stands over. A
22
+ * triangle with no sides, a material drawn on both, signs positive.
23
+ *
24
+ * Per texel: at most `count` reach tests, and a closest point for each triangle the test lets through, which is
25
+ * one that might come nearer than the nearest so far.
26
+ *
27
+ * @type {CodeChunk}
28
+ */
29
+ export const chunk_vgeo_brick_texel: CodeChunk;
30
+ import { CodeChunk } from "../../../../shader/compiler/CodeChunk.js";
31
+ //# sourceMappingURL=chunk_vgeo_brick_texel.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_vgeo_brick_texel.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/brick/vgeo/chunk_vgeo_brick_texel.js"],"names":[],"mappings":"AAmBA;;GAEG;AACH,6BAFU,MAAM,CAE6E;AAE7F;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,qCAFU,SAAS,CAkEhB;0BA3GuB,0CAA0C"}
@@ -0,0 +1,113 @@
1
+ import { MESH_SDF_BAND_VOXELS, MESH_SDF_BRICK_VOXELS } from "../../../../geometry/sdf/MESH_SDF.js";
2
+ import { F32_MAX_DEFINITION } from "../../../../shader/chunk/math/F32_MAX_DEFINITION.js";
3
+ import {
4
+ chunk_triangle_closest_point_to_point_barycentric
5
+ } from "../../../../shader/chunk/sdf/chunk_triangle_closest_point_to_point_barycentric.js";
6
+ import { CodeChunk } from "../../../../shader/compiler/CodeChunk.js";
7
+ import { VGEO_BRICK_TRIANGLE_STRUCT } from "./chunk_vgeo_brick_triangle.js";
8
+
9
+ /*
10
+ How far apart, relative, two squared distances may lie and still be one point's. Two triangles that share the
11
+ nearest point, an edge or a corner, compute it apart by their rounding. In the cell's own space a coordinate is at
12
+ most the cell and the band from texel 0; a closest point is three f32 roundings of that off, and two of them twice
13
+ that apart. Half a step of the encoding from the surface, that is the relative difference below, four times over;
14
+ nearer the surface than that, a texel's sign moves its byte by at most a step.
15
+ */
16
+ const COORDINATE_VOXELS = MESH_SDF_BRICK_VOXELS + MESH_SDF_BAND_VOXELS;
17
+ const CLOSEST_POINT_ROUNDING_VOXELS = 3 * 2 ** -24 * COORDINATE_VOXELS;
18
+ const HALF_STEP_VOXELS = (2 * MESH_SDF_BAND_VOXELS / 255) / 2;
19
+
20
+ /**
21
+ * @type {number}
22
+ */
23
+ export const VGEO_BRICK_TIE = 4 * 2 * (2 * CLOSEST_POINT_ROUNDING_VOXELS) / HALF_STEP_VOXELS;
24
+
25
+ /**
26
+ * A world brick texel's distance from the triangles of a taken cell's cut (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md
27
+ * §7.8), signed by the nearest triangle's side, and the row it came from.
28
+ *
29
+ * ```wgsl
30
+ * struct VGeoBrickTexel { distance: f32, row: u32 } // F32_MAX and 0 with no triangle within the band
31
+ * fn vgeo_brick_texel(p: vec3<f32>, count: u32, band: f32) -> VGeoBrickTexel
32
+ * ```
33
+ *
34
+ * `p` is in the triangles' space, the cell's own. The triangles come through a seam the enclosing shader defines,
35
+ * as the mesh provider's instances do: `fn vgeo_brick_triangle_at(i: u32) -> VGeoBrickTriangle`. The provider's
36
+ * kernel answers from workgroup memory; a test, from a buffer.
37
+ *
38
+ * Only what lies within `band` is told apart: past it a byte saturates, and a texel no triangle comes within is
39
+ * unsigned, which is positive (§7.8). The nearest triangle decides the sign. Of triangles as near, by
40
+ * {@link VGEO_BRICK_TIE}, which is a point they share, an edge or a corner, the one whose normal lies most along the
41
+ * texel's offset from that point decides: where faces meet at an angle, the face the texel stands over. A
42
+ * triangle with no sides, a material drawn on both, signs positive.
43
+ *
44
+ * Per texel: at most `count` reach tests, and a closest point for each triangle the test lets through, which is
45
+ * one that might come nearer than the nearest so far.
46
+ *
47
+ * @type {CodeChunk}
48
+ */
49
+ export const chunk_vgeo_brick_texel = CodeChunk.from(
50
+ //language=WGSL
51
+ `
52
+ const VGEO_BRICK_TIE = ${VGEO_BRICK_TIE};
53
+
54
+ struct VGeoBrickTexel {
55
+ distance: f32,
56
+ row: u32,
57
+ }
58
+
59
+ fn vgeo_brick_texel(p: vec3<f32>, count: u32, band: f32) -> VGeoBrickTexel {
60
+ var nearest = band * band;
61
+
62
+ // the deciding triangle's cos² between its normal and the offset; above any, so the first decides by distance
63
+ var facing = 2.0;
64
+ var side = 1.0;
65
+ var row = 0u;
66
+ var found = false;
67
+
68
+ for (var i = 0u; i < count; i++) {
69
+ let t = vgeo_brick_triangle_at(i);
70
+
71
+ // the whole triangle lies within its reach of a: none of it nearer than this
72
+ let gap = max(distance(p, t.a) - t.reach, 0.0);
73
+
74
+ if (gap * gap >= nearest * (1.0 + VGEO_BRICK_TIE)) {
75
+ continue;
76
+ }
77
+
78
+ let uv = triangle_closest_point_to_point_barycentric(p, t.a, t.b, t.c);
79
+ let offset = p - (t.a * uv.x + t.b * uv.y + t.c * (1.0 - uv.x - uv.y));
80
+ let squared = dot(offset, offset);
81
+
82
+ if (squared >= nearest * (1.0 + VGEO_BRICK_TIE)) {
83
+ continue;
84
+ }
85
+
86
+ let normal = cross(t.b - t.a, t.c - t.a);
87
+ let along = dot(offset, normal);
88
+ let scale = squared * dot(normal, normal);
89
+
90
+ // 0 for a triangle seen edge-on, or with no area
91
+ let cos2 = select(0.0, along * along / scale, scale > 0.0);
92
+
93
+ if (squared < nearest * (1.0 - VGEO_BRICK_TIE) || cos2 > facing) {
94
+ facing = cos2;
95
+ side = select(1.0, select(-1.0, 1.0, along >= 0.0), t.sided != 0u);
96
+ row = t.row;
97
+ found = true;
98
+ }
99
+
100
+ nearest = min(nearest, squared);
101
+ }
102
+
103
+ if (!found) {
104
+ return VGeoBrickTexel(F32_MAX, 0u);
105
+ }
106
+
107
+ return VGeoBrickTexel(side * sqrt(nearest), row);
108
+ }
109
+ `, [
110
+ F32_MAX_DEFINITION,
111
+ VGEO_BRICK_TRIANGLE_STRUCT.declaration_chunk,
112
+ chunk_triangle_closest_point_to_point_barycentric,
113
+ ]);
@@ -0,0 +1,36 @@
1
+ /**
2
+ * A triangle of a taken cell's cut as the distance pass holds it (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.8), 48
3
+ * bytes: its corners in the cell's own space, wound so that `(b - a) × (c - a)` points out of the surface; `reach`,
4
+ * how far from `a` its farther corner lies, which bounds the whole triangle; its `meshes` row; and `sided`, 0 for a
5
+ * material drawn on both sides, which has no inside to sign.
6
+ * @type {WebGPUStruct}
7
+ */
8
+ export const VGEO_BRICK_TRIANGLE_STRUCT: WebGPUStruct;
9
+ /**
10
+ * A triangle of a cluster in a taken cell's cut, for the distance pass (§7.8):
11
+ *
12
+ * ```wgsl
13
+ * fn vgeo_brick_triangle_reaches(pair_base: u32, positions: TrianglePositions) -> bool
14
+ * fn vgeo_brick_triangle(
15
+ * positions: TrianglePositions, global: mat4x4<f32>, origin: vec3<f32>, reversed: bool, sided: bool, row: u32
16
+ * ) -> VGeoBrickTriangle
17
+ * ```
18
+ *
19
+ * `vgeo_brick_triangle_reaches` is the pass's cull, in the instance's own space: the triangle's box meets its
20
+ * pair's, the cell grown by the band. A triangle outside it lies farther than the band from every texel, where a
21
+ * texel's byte saturates, so it could change no byte.
22
+ *
23
+ * `vgeo_brick_triangle` places one. Its corners go into the world by `global`, less `origin`, the cell's texel 0,
24
+ * so that a texel's arithmetic runs on numbers the size of the cell; the translation is taken less `origin` first,
25
+ * so a cell far from the world's origin keeps that precision. `reversed`, where the instance mirrors or its
26
+ * material draws the back (`triangle_winding_is_reversed`), swaps b and c, so the normal points out of the surface
27
+ * the instance draws.
28
+ *
29
+ * Requires the importing shader to declare `instances`, the pair records.
30
+ *
31
+ * @type {CodeChunk}
32
+ */
33
+ export const chunk_vgeo_brick_triangle: CodeChunk;
34
+ import { WebGPUStruct } from "../../../../shader/type/WebGPUStruct.js";
35
+ import { CodeChunk } from "../../../../shader/compiler/CodeChunk.js";
36
+ //# sourceMappingURL=chunk_vgeo_brick_triangle.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_vgeo_brick_triangle.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/brick/vgeo/chunk_vgeo_brick_triangle.js"],"names":[],"mappings":"AAMA;;;;;;GAMG;AACH,yCAFU,YAAY,CASE;AAExB;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,wCAFU,SAAS,CAwChB;6BAjF0B,yCAAyC;0BAF5C,0CAA0C"}
@@ -0,0 +1,85 @@
1
+ import { TRIANGLE_POSITIONS_STRUCT } from "../../../../shader/chunk/geometry/triangle/TRIANGLE_POSITIONS_STRUCT.js";
2
+ import { CodeChunk } from "../../../../shader/compiler/CodeChunk.js";
3
+ import { f32, u32, vec3f } from "../../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
4
+ import { WebGPUStruct } from "../../../../shader/type/WebGPUStruct.js";
5
+ import { chunk_vgeo_brick_box } from "./chunk_vgeo_brick_box.js";
6
+
7
+ /**
8
+ * A triangle of a taken cell's cut as the distance pass holds it (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.8), 48
9
+ * bytes: its corners in the cell's own space, wound so that `(b - a) × (c - a)` points out of the surface; `reach`,
10
+ * how far from `a` its farther corner lies, which bounds the whole triangle; its `meshes` row; and `sided`, 0 for a
11
+ * material drawn on both sides, which has no inside to sign.
12
+ * @type {WebGPUStruct}
13
+ */
14
+ export const VGEO_BRICK_TRIANGLE_STRUCT = WebGPUStruct.from({
15
+ a: vec3f,
16
+ row: u32,
17
+ b: vec3f,
18
+ reach: f32,
19
+ c: vec3f,
20
+ sided: u32,
21
+ }, 'VGeoBrickTriangle');
22
+
23
+ /**
24
+ * A triangle of a cluster in a taken cell's cut, for the distance pass (§7.8):
25
+ *
26
+ * ```wgsl
27
+ * fn vgeo_brick_triangle_reaches(pair_base: u32, positions: TrianglePositions) -> bool
28
+ * fn vgeo_brick_triangle(
29
+ * positions: TrianglePositions, global: mat4x4<f32>, origin: vec3<f32>, reversed: bool, sided: bool, row: u32
30
+ * ) -> VGeoBrickTriangle
31
+ * ```
32
+ *
33
+ * `vgeo_brick_triangle_reaches` is the pass's cull, in the instance's own space: the triangle's box meets its
34
+ * pair's, the cell grown by the band. A triangle outside it lies farther than the band from every texel, where a
35
+ * texel's byte saturates, so it could change no byte.
36
+ *
37
+ * `vgeo_brick_triangle` places one. Its corners go into the world by `global`, less `origin`, the cell's texel 0,
38
+ * so that a texel's arithmetic runs on numbers the size of the cell; the translation is taken less `origin` first,
39
+ * so a cell far from the world's origin keeps that precision. `reversed`, where the instance mirrors or its
40
+ * material draws the back (`triangle_winding_is_reversed`), swaps b and c, so the normal points out of the surface
41
+ * the instance draws.
42
+ *
43
+ * Requires the importing shader to declare `instances`, the pair records.
44
+ *
45
+ * @type {CodeChunk}
46
+ */
47
+ export const chunk_vgeo_brick_triangle = CodeChunk.from(
48
+ //language=WGSL
49
+ `
50
+ fn vgeo_brick_triangle_reaches(pair_base: u32, positions: ${TRIANGLE_POSITIONS_STRUCT.wgsl_ref}) -> bool {
51
+ let lower = min(min(positions.a, positions.b), positions.c);
52
+ let upper = max(max(positions.a, positions.b), positions.c);
53
+
54
+ return !(any(upper < vgeo_brick_box_lower(pair_base)) || any(lower > vgeo_brick_box_upper(pair_base)));
55
+ }
56
+
57
+ fn vgeo_brick_triangle(
58
+ positions: ${TRIANGLE_POSITIONS_STRUCT.wgsl_ref},
59
+ global: mat4x4<f32>,
60
+ origin: vec3<f32>,
61
+ reversed: bool,
62
+ sided: bool,
63
+ row: u32,
64
+ ) -> ${VGEO_BRICK_TRIANGLE_STRUCT.wgsl_ref} {
65
+ let linear = mat3x3<f32>(global[0].xyz, global[1].xyz, global[2].xyz);
66
+ let offset = global[3].xyz - origin;
67
+
68
+ let a = linear * positions.a + offset;
69
+ let b = linear * positions.b + offset;
70
+ let c = linear * positions.c + offset;
71
+
72
+ return ${VGEO_BRICK_TRIANGLE_STRUCT.wgsl_ref}(
73
+ a,
74
+ row,
75
+ select(b, c, reversed),
76
+ sqrt(max(dot(b - a, b - a), dot(c - a, c - a))),
77
+ select(c, b, reversed),
78
+ select(0u, 1u, sided),
79
+ );
80
+ }
81
+ `, [
82
+ TRIANGLE_POSITIONS_STRUCT.declaration_chunk,
83
+ VGEO_BRICK_TRIANGLE_STRUCT.declaration_chunk,
84
+ chunk_vgeo_brick_box,
85
+ ]);
@@ -0,0 +1,23 @@
1
+ /**
2
+ * The vgeo provider's distances (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.8): a workgroup a taken cell the box cut
3
+ * put a cluster on the list of, dispatched by their count (`vgeo_brick_filled`), so the cells without virtual
4
+ * geometry cost nothing here.
5
+ *
6
+ * **Triangles.** A lane a triangle of as many of the list's clusters at a time as the lanes hold whole. A triangle
7
+ * whose box misses its pair's, the cell grown by the band in the instance's space, is skipped
8
+ * (`vgeo_brick_triangle_reaches`); the rest go into workgroup memory placed in the cell's own space and wound out
9
+ * of the surface their instance draws (`vgeo_brick_triangle`), up to {@link VGEO_BRICK_CELL_TRIANGLES}. Past it
10
+ * they are dropped and counted. A cell none comes near writes nothing.
11
+ *
12
+ * **512 texels**, shared out evenly, each `vgeo_brick_texel`: the distance to the nearest triangle within the band,
13
+ * signed by its side, and its row.
14
+ *
15
+ * **The merge.** The provider's bytes meet in workgroup memory, then a lane a staged word takes each byte's least
16
+ * (contracts 1 and 2), and a lane an object cell writes the provider's row where its nearest texel is nearer than
17
+ * the staged minimum from before the merge; ties keep the staged object (contract 3).
18
+ *
19
+ * @type {ComputeShader}
20
+ */
21
+ export const shader_vgeo_brick_distance: ComputeShader;
22
+ import { ComputeShader } from "../../../../shader/ComputeShader.js";
23
+ //# sourceMappingURL=shader_vgeo_brick_distance.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_vgeo_brick_distance.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/brick/vgeo/shader_vgeo_brick_distance.js"],"names":[],"mappings":"AAwPA;;;;;;;;;;;;;;;;;;;GAmBG;AACH,yCAFU,aAAa,CAMpB;8BAhQ2B,qCAAqC"}