@woosh/meep-engine 3.58.0 → 3.60.0

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 (818) 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 +190 -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 +365 -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 +97 -43
  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/sdf/GPUGeometrySDFManager.d.ts +63 -1
  174. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  175. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +228 -16
  176. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts +27 -4
  177. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts.map +1 -1
  178. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.js +526 -23
  179. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.d.ts +11 -0
  180. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.d.ts.map +1 -0
  181. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.js +21 -0
  182. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.d.ts +65 -0
  183. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.d.ts.map +1 -0
  184. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.js +376 -0
  185. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.d.ts +7 -3
  186. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.d.ts.map +1 -1
  187. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.js +70 -6
  188. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.d.ts +20 -0
  189. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.d.ts.map +1 -0
  190. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.js +80 -0
  191. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.d.ts +18 -0
  192. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.d.ts.map +1 -0
  193. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.js +113 -0
  194. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts +34 -12
  195. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts.map +1 -1
  196. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.js +56 -15
  197. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.d.ts +2 -2
  198. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.d.ts.map +1 -1
  199. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.js +13 -26
  200. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.d.ts +25 -2
  201. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.d.ts.map +1 -1
  202. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.js +54 -32
  203. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.d.ts +14 -0
  204. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.d.ts.map +1 -0
  205. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.js +37 -0
  206. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_arena.d.ts.map +1 -1
  207. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_arena.js +16 -0
  208. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.d.ts.map +1 -1
  209. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.js +2 -6
  210. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.d.ts +131 -0
  211. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.d.ts.map +1 -0
  212. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.js +467 -0
  213. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts +24 -0
  214. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts.map +1 -0
  215. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.js +111 -0
  216. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.d.ts +42 -0
  217. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.d.ts.map +1 -0
  218. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.js +404 -0
  219. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.d.ts +16 -0
  220. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.d.ts.map +1 -0
  221. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.js +23 -0
  222. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.d.ts +17 -0
  223. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.d.ts.map +1 -0
  224. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.js +65 -0
  225. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.d.ts.map +1 -1
  226. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.js +14 -70
  227. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_traverse.d.ts.map +1 -1
  228. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_traverse.js +13 -773
  229. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.d.ts +55 -0
  230. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.d.ts.map +1 -0
  231. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.js +248 -0
  232. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_instances_to_meshlets.d.ts.map +1 -1
  233. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_instances_to_meshlets.js +15 -174
  234. package/src/shade/renderer/geometry/virtual/sdf/VGEO_SDF.d.ts +47 -0
  235. package/src/shade/renderer/geometry/virtual/sdf/VGEO_SDF.d.ts.map +1 -0
  236. package/src/shade/renderer/geometry/virtual/sdf/VGEO_SDF.js +80 -0
  237. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts +91 -0
  238. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts.map +1 -0
  239. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.js +902 -0
  240. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_collect.d.ts +16 -0
  241. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_collect.d.ts.map +1 -0
  242. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_collect.js +67 -0
  243. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_decode.d.ts +17 -0
  244. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_decode.d.ts.map +1 -0
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@@ -0,0 +1,175 @@
1
+ import { CAMERA_UNIFORM_STRUCT } from "../../../camera/CAMERA_UNIFORM_STRUCT.js";
2
+ import { chunk_get_ibl_irradiance } from "../../../deferred/indirect/chunk_get_ibl_irradiance.js";
3
+ import { chunk_get_ibl_radiance } from "../../../deferred/indirect/chunk_get_ibl_radiance.js";
4
+ import { DEPTH_STENCIL_FOREGROUND_ONLY } from "../../../depth/DEPTH_STENCIL_FOREGROUND_ONLY.js";
5
+ import { BSDF_ROUGHNESS_MINIMUM } from "../../../light/environment/DEFINES.js";
6
+ import { ENVIRONMENT_MAP_RESOURCE } from "../../../light/environment/ENVIRONMENT_MAP_RESOURCE.js";
7
+ import { ENVIRONMENT_MAP_SAMPLER_RESOURCE } from "../../../light/environment/ENVIRONMENT_MAP_SAMPLER_RESOURCE.js";
8
+ import { chunk_compute_specular_occlusion_bn } from "../../../shader/chunk/brdf/chunk_compute_specular_occlusion_bn.js";
9
+ import { chunk_MIN_DIELECTRICS_F0 } from "../../../shader/chunk/brdf/chunk_MIN_DIELECTRICS_F0.js";
10
+ import { chunk_project_position_from_depth } from "../../../shader/chunk/camera/chunk_project_position_from_depth.js";
11
+ import { chunk_mat4_extract_position } from "../../../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
12
+ import { chunk_decode_g_buffer_normal } from "../../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
13
+ import { chunk_compute_indirect_specular } from "../../../shader/chunk/material/chunk_compute_indirect_specular.js";
14
+ import { chunk_decode_g_buffer_metalness } from "../../../shader/chunk/material/chunk_decode_g_buffer_metalness.js";
15
+ import { chunk_decode_g_buffer_roughness } from "../../../shader/chunk/material/chunk_decode_g_buffer_roughness.js";
16
+ import { chunk_metalness_to_specular_color } from "../../../shader/chunk/material/chunk_metalness_to_specular_color.js";
17
+ import { PI_DECLARATION } from "../../../shader/chunk/math/PI_DECLARATION.js";
18
+ import { chunk_stbn_sample_vec2 } from "../../../shader/chunk/noise/chunk_stbn_sample_vec2.js";
19
+ import {
20
+ chunk_resolve_irradiance_sh_to_diffuse
21
+ } from "../../../shader/chunk/spherical_harmonics/l1i/chunk_resolve_irradiance_sh_to_diffuse.js";
22
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
23
+ import { ImageShader } from "../../../shader/ImageShader.js";
24
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
25
+ import { ShaderDescriptor } from "../../../shader/ShaderDescriptor.js";
26
+ import { STBN_VEC2_RESOURCE } from "../../../STATIC_GRAPHICS_ENGINE_ASSET_RESOURCES.js";
27
+ import { SAMPLER_LINEAR_UPSCALE } from "../../../texture/SAMPLER_LINEAR_UPSCALE.js";
28
+ import { VIEW_UNIFORM_STRUCT } from "../../../view/VIEW_UNIFORM_STRUCT.js";
29
+ import { chunk_probe_clipmap_pick, PROBE_CLIPMAP_SAMPLING_GROUP } from "./chunk_probe_clipmap_pick.js";
30
+ import { chunk_probe_clipmap_sample_radiance } from "./chunk_probe_clipmap_sample_radiance.js";
31
+
32
+ const resources = new ShaderResourceSetDescriptor();
33
+
34
+ resources.createGroup()
35
+ .addTexture("tDepth")
36
+ .addTexture("tNormals", "uint")
37
+ .addTexture("tBentNormals", "uint")
38
+ .addTexture("tGBufferAlbedo")
39
+ .addTexture("tGBufferPBR")
40
+ .add(STBN_VEC2_RESOURCE)
41
+ .addUniform("view", VIEW_UNIFORM_STRUCT)
42
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
43
+ .add(ENVIRONMENT_MAP_RESOURCE)
44
+ .add(ENVIRONMENT_MAP_SAMPLER_RESOURCE)
45
+ .addSampler("sLinear", "filtering", SAMPLER_LINEAR_UPSCALE)
46
+ .addTexture("tSplitSum", "float");
47
+
48
+ resources.addGroup(PROBE_CLIPMAP_SAMPLING_GROUP);
49
+
50
+ const body = CodeChunk.from(
51
+ //language=WGSL
52
+ `
53
+ @fragment
54
+ fn main(
55
+ @builtin(position) coord: vec4<f32>,
56
+ @location(0) uv: vec2<f32>,
57
+ ) -> @location(0) vec4<f32> {
58
+ let i_coord = vec2<u32>(coord.xy);
59
+
60
+ let depth = textureLoad(tDepth, i_coord, 0).r;
61
+ let texel_pbr = textureLoad(tGBufferPBR, i_coord, 0);
62
+ let albedo_ao = textureLoad(tGBufferAlbedo, i_coord, 0);
63
+
64
+ let albedo = albedo_ao.rgb;
65
+ let occlusion = albedo_ao.a;
66
+
67
+ let f_metalness = decode_g_buffer_metalness(texel_pbr);
68
+
69
+ // the radiance is sampled at the surface's roughness, as the IBL pass samples it; the resolve holds it off zero
70
+ let surface_roughness = decode_g_buffer_roughness(texel_pbr);
71
+ let roughness = max(surface_roughness, ${BSDF_ROUGHNESS_MINIMUM});
72
+ let alpha = roughness * roughness;
73
+
74
+ let position = project_position_from_depth(uv, depth, camera.view_projection_matrix_inverse);
75
+ let view_direction = normalize(mat4_extract_position(camera.transform) - position);
76
+
77
+ // the surface's own normal picks, as want chose by it; the bent normal resolves the diffuse, as IBL's does
78
+ let normal = decode_g_buffer_normal(textureLoad(tNormals, i_coord, 0).xy);
79
+ let bent_normal = decode_g_buffer_normal(textureLoad(tBentNormals, i_coord, 0).xy);
80
+
81
+ // one pick for both lobes
82
+ let noise = stbn_sample_vec2(vec3<u32>(i_coord, view.frame_index));
83
+ let pick = probe_clipmap_pick(position, normal, view_direction, noise);
84
+
85
+ let probes = probe_clipmap_sh_of(pick);
86
+
87
+ var irradiance: vec3<f32>;
88
+ var radiance: vec3<f32>;
89
+
90
+ if (probes.found) {
91
+ // the resolve gives E/π
92
+ irradiance = PI * resolve_irradiance_sh_to_diffuse(probes.sh.Y, probes.sh.CoCg, bent_normal);
93
+ radiance = probe_clipmap_radiance_of(pick, position, normal, view_direction, surface_roughness).radiance;
94
+ } else {
95
+ // a pixel no probe weighs anything for takes the environment's, as the IBL passes give it
96
+ irradiance = get_ibl_irradiance(bent_normal);
97
+ radiance = get_ibl_radiance(view_direction, normal, surface_roughness);
98
+ }
99
+
100
+ // what shader_resolve_indirect_lighting does with the pair: the diffuse with AO in, the specular occluded
101
+ // along the lobe it was taken along
102
+ let indirect = compute_indirect_specular(
103
+ radiance,
104
+ irradiance * occlusion,
105
+ normal,
106
+ view_direction,
107
+ albedo * (1.0 - f_metalness),
108
+ metalness_to_specular_color(f_metalness, albedo),
109
+ vec3(MIN_DIELECTRICS_F0),
110
+ albedo,
111
+ 1.0,
112
+ roughness,
113
+ );
114
+
115
+ let spec_direction = normalize(mix(reflect(-view_direction, normal), normal, alpha));
116
+ let specular_occlusion = compute_specular_occlusion_bn(spec_direction, bent_normal, occlusion, roughness);
117
+
118
+ return vec4(indirect[0] * specular_occlusion + indirect[1], 1.0);
119
+ }
120
+ `, [
121
+ chunk_project_position_from_depth,
122
+ chunk_mat4_extract_position,
123
+ chunk_decode_g_buffer_normal,
124
+ chunk_decode_g_buffer_metalness,
125
+ chunk_decode_g_buffer_roughness,
126
+ chunk_metalness_to_specular_color,
127
+ chunk_MIN_DIELECTRICS_F0,
128
+ chunk_stbn_sample_vec2,
129
+ chunk_probe_clipmap_pick,
130
+ chunk_probe_clipmap_sample_radiance,
131
+ chunk_resolve_irradiance_sh_to_diffuse,
132
+ chunk_get_ibl_irradiance,
133
+ chunk_get_ibl_radiance,
134
+ chunk_compute_indirect_specular,
135
+ chunk_compute_specular_occlusion_bn,
136
+ PI_DECLARATION,
137
+ ]);
138
+
139
+ /**
140
+ * The probe clipmap's deferred indirect light in one pass (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §9.6), for SSR
141
+ * off: one pick a pixel, by its own normal and the view, with the frame's STBN, for both lobes.
142
+ * - The diffuse is `shader_probe_clipmap_diffuse`'s: the picked SH resolved at the bent normal, times π. Its
143
+ * shares are the pick's, not re-weighted for the bent normal, so SSR on and off light the diffuse alike.
144
+ * - The specular is the pick's radiance (`probe_clipmap_radiance_of`), its shares re-weighted for the lobe.
145
+ * - A pixel no probe weighs anything for takes the environment's for both.
146
+ * - The two are resolved as `shader_resolve_indirect_lighting` resolves the IBL pair: AO multiplies the
147
+ * diffuse, the specular is occluded along its lobe, and the result is added to the scene's colour.
148
+ *
149
+ * @type {ImageShader}
150
+ */
151
+ export const shader_probe_clipmap_indirect_lighting = ImageShader.from({
152
+ descriptor: ShaderDescriptor.from({
153
+ label: "Probe Clipmap / Indirect Lighting (Fused)",
154
+ resources,
155
+ body,
156
+ }),
157
+ targets: [
158
+ {
159
+ format: "rgba16float",
160
+ blend: {
161
+ color: {
162
+ operation: "add",
163
+ srcFactor: "one",
164
+ dstFactor: "one",
165
+ },
166
+ alpha: {
167
+ operation: "add",
168
+ srcFactor: "zero",
169
+ dstFactor: "one",
170
+ }
171
+ }
172
+ }
173
+ ],
174
+ depthStencil: DEPTH_STENCIL_FOREGROUND_ONLY,
175
+ });
@@ -0,0 +1,37 @@
1
+ /**
2
+ * The light a front-face hit takes from beyond the trace (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.7): a
3
+ * thread a ray, after shade through the same launch, `PROBE_DISPATCH_RAYS`, its probe the one trace wrote
4
+ * into its flags. It adds ρ_d·(E_loc + E_ind)/π to the radiance shade left, ρ_d being the albedo shade
5
+ * left in the ray's \`row\`.
6
+ *
7
+ * - **E_loc, the local lights**: one of the point and spot lights of the hit's cell of the world light
8
+ * clusters, built over the bricks' cascades so that every hit has one, at most
9
+ * `IRRADIANCE_CLIPMAP_LIGHT_BUDGET` of each; past them lights are dropped. Each light's unshadowed
10
+ * irradiance is the irradiance clipmap's, at the footprint of a voxel of the hit's cascade, by its
11
+ * cosine at the hit's normal.
12
+ * - One is picked by weighted reservoir sampling over the cell's lights, its weight the luminance of
13
+ * that irradiance, with one number stretched over the candidates as `sample_discrete_wrs` does; it
14
+ * lights the hit by its irradiance over the chance of its pick, w/W. The probe's blend of its rays
15
+ * averages the picks to the cell's sum.
16
+ * - The picked light's shadow is a ray traced through the brick clipmap, as the hit's own ray was:
17
+ * from a voxel off the surface, past the field's half-voxel expand, toward a point of the light's
18
+ * sphere drawn as the path tracer draws it, stopping short of that point by the light's near clip or
19
+ * a voxel, whichever is more, for the expand at that end. It sees the light if it misses; a hit, or a
20
+ * march that spends its steps, is no light. A light that casts no shadow traces none.
21
+ * - The pick and the point are drawn from the ray's slot and direction, fresh every update.
22
+ * - **E_ind, the next bounce**: this mode's own diffuse at the hit, `probe_clipmap_sample_sh` from the
23
+ * hit along its normal, the view back along the ray, with the ray's own jitter as the pick's noise.
24
+ * The projection writes the records later in the frame, so they hold last frame's SH: each frame takes
25
+ * one more bounce.
26
+ * - Where no probe weighs anything the bounce is **zero**, not the environment: a hit behind the camera
27
+ * in a cave must not bring daylight in. The next frame's hits' wants ask for the probes it read
28
+ * (`shader_probe_clipmap_want_hits`), so the bounce has them a frame or two later.
29
+ * - LPV's 0.97 a bounce is dropped: an albedo under one bounds the series already.
30
+ *
31
+ * Its own pass because shade binds nine of a stage's ten storage buffers, and the pick takes two more.
32
+ *
33
+ * @type {ComputeShader}
34
+ */
35
+ export const shader_probe_clipmap_light: ComputeShader;
36
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
37
+ //# sourceMappingURL=shader_probe_clipmap_light.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_probe_clipmap_light.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_light.js"],"names":[],"mappings":"AA8FA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiCG;AACH,yCAFU,aAAa,CA6LpB;8BApS2B,kCAAkC"}
@@ -0,0 +1,316 @@
1
+ import { MESH_SDF_BRICK_VOXELS } from "../../../geometry/sdf/MESH_SDF.js";
2
+ import { chunk_light_cluster_counts } from "../../../light/cluster/chunk_light_cluster_counts.js";
3
+ import { LIGHT_DATA_RESOURCE } from "../../../light/LIGHT_DATA_RESOURCE.js";
4
+ import { LIGHT_DATABASE_SPEC } from "../../../light/LIGHT_DATABASE_SPEC.js";
5
+ import { LIGHT_FLAGS } from "../../../light/model/io/LIGHT_FLAGS.js";
6
+ import {
7
+ chunk_world_light_cluster_lookup_at,
8
+ WORLD_CLUSTER_DATA_RESOURCE,
9
+ WORLD_CLUSTER_LOOKUP_RESOURCE
10
+ } from "../../../light/world_cluster/chunk_world_light_cluster_lookup.js";
11
+ import { chunk_rgb_to_luminance } from "../../../shader/chunk/color/chunk_rgb_to_luminance.js";
12
+ import { chunk_rgbe9995_decode } from "../../../shader/chunk/color/rgbe9995/chunk_rgbe9995_decode.js";
13
+ import { chunk_rgbe9995_encode } from "../../../shader/chunk/color/rgbe9995/chunk_rgbe9995_encode.js";
14
+ import { chunk_uv_octahedral_unit_decode } from "../../../shader/chunk/geometry/octahedron/chunk_uv_octahedral_unit_decode.js";
15
+ import { chunk_sphere_sample_volume } from "../../../shader/chunk/geometry/sphere/chunk_sphere_sample_volume.js";
16
+ import { chunk_folded_workgroup_index } from "../../../shader/chunk/grid/chunk_folded_workgroup_index.js";
17
+ import { RECIPROCAL_PI_DECLARATION } from "../../../shader/chunk/math/RECIPROCAL_PI_DECLARATION.js";
18
+ import { chunk_hash_to_float01 } from "../../../shader/chunk/random/chunk_hash_to_float01.js";
19
+ import { chunk_pcg4d } from "../../../shader/chunk/random/pcg/chunk_pcg4d.js";
20
+ import {
21
+ chunk_resolve_irradiance_sh_to_diffuse
22
+ } from "../../../shader/chunk/spherical_harmonics/l1i/chunk_resolve_irradiance_sh_to_diffuse.js";
23
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
24
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
25
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
26
+ import { STBN_VEC2_RESOURCE } from "../../../STATIC_GRAPHICS_ENGINE_ASSET_RESOURCES.js";
27
+ import { chunk_irradiance_clipmap_local_light } from "../../../volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_local_light.js";
28
+ import { IRRADIANCE_CLIPMAP_LIGHT_BUDGET } from "../../../volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP.js";
29
+ import { BRICK_TRACE_HIT } from "../brick/BRICK_CLIPMAP.js";
30
+ import {
31
+ BRICK_ATLAS_TEXTURE_RESOURCE,
32
+ BRICK_LEVELS_RESOURCE,
33
+ BRICK_MAP_TEXTURE_RESOURCE,
34
+ BRICK_OCCUPANCY_TEXTURE_RESOURCE,
35
+ BRICK_SAMPLER_RESOURCE,
36
+ chunk_brick_clipmap_trace
37
+ } from "../brick/chunk_brick_clipmap_trace.js";
38
+ import {
39
+ chunk_probe_clipmap,
40
+ chunk_probe_clipmap_ray_jitter,
41
+ chunk_probe_clipmap_ray_layout,
42
+ chunk_probe_clipmap_ray_origin,
43
+ chunk_probe_clipmap_ray_texel,
44
+ PROBE_DEPTH_HISTORY_RESOURCE,
45
+ PROBE_LEVELS_RESOURCE,
46
+ PROBE_ORIGINS_READ_RESOURCE,
47
+ PROBE_RAY_SUMS_READ_RESOURCE,
48
+ PROBE_RAYS_WRITE_RESOURCE,
49
+ PROBE_RECORDS_READ_RESOURCE,
50
+ PROBE_STATES_READ_RESOURCE,
51
+ PROBE_TRACE_READ_RESOURCE
52
+ } from "./chunk_probe_clipmap.js";
53
+ import {
54
+ chunk_probe_clipmap_pick,
55
+ PROBE_DEPTH_SAMPLER_RESOURCE,
56
+ PROBE_INDIRECTION_READ_RESOURCE,
57
+ PROBE_SAMPLING_RESOURCE
58
+ } from "./chunk_probe_clipmap_pick.js";
59
+ import { PROBE_THREAD_WORKGROUP_SIZE } from "./PROBE_CLIPMAP.js";
60
+ import { PROBE_TRACE_SETTINGS } from "./shader_probe_clipmap_trace.js";
61
+
62
+ const POINT = LIGHT_DATABASE_SPEC.get('light_point');
63
+ const SPOT = LIGHT_DATABASE_SPEC.get('light_spot');
64
+
65
+ const resources = new ShaderResourceSetDescriptor();
66
+
67
+ resources.setImmediate("settings", PROBE_TRACE_SETTINGS);
68
+
69
+ resources.createGroup()
70
+ .add(PROBE_TRACE_READ_RESOURCE)
71
+ .add(PROBE_ORIGINS_READ_RESOURCE)
72
+ .add(PROBE_RAYS_WRITE_RESOURCE)
73
+ .add(PROBE_RAY_SUMS_READ_RESOURCE)
74
+ .add(PROBE_STATES_READ_RESOURCE)
75
+ .add(STBN_VEC2_RESOURCE);
76
+
77
+ resources.createGroup()
78
+ .add(PROBE_LEVELS_RESOURCE)
79
+ .add(PROBE_SAMPLING_RESOURCE)
80
+ .add(PROBE_INDIRECTION_READ_RESOURCE)
81
+ .add(PROBE_RECORDS_READ_RESOURCE)
82
+ .add(PROBE_DEPTH_HISTORY_RESOURCE)
83
+ .add(PROBE_DEPTH_SAMPLER_RESOURCE);
84
+
85
+ resources.createGroup()
86
+ .add(BRICK_LEVELS_RESOURCE)
87
+ .add(BRICK_MAP_TEXTURE_RESOURCE)
88
+ .add(BRICK_OCCUPANCY_TEXTURE_RESOURCE)
89
+ .add(BRICK_ATLAS_TEXTURE_RESOURCE)
90
+ .add(BRICK_SAMPLER_RESOURCE)
91
+ .add(LIGHT_DATA_RESOURCE)
92
+ .add(WORLD_CLUSTER_LOOKUP_RESOURCE)
93
+ .add(WORLD_CLUSTER_DATA_RESOURCE);
94
+
95
+ /**
96
+ * The light a front-face hit takes from beyond the trace (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.7): a
97
+ * thread a ray, after shade through the same launch, `PROBE_DISPATCH_RAYS`, its probe the one trace wrote
98
+ * into its flags. It adds ρ_d·(E_loc + E_ind)/π to the radiance shade left, ρ_d being the albedo shade
99
+ * left in the ray's \`row\`.
100
+ *
101
+ * - **E_loc, the local lights**: one of the point and spot lights of the hit's cell of the world light
102
+ * clusters, built over the bricks' cascades so that every hit has one, at most
103
+ * `IRRADIANCE_CLIPMAP_LIGHT_BUDGET` of each; past them lights are dropped. Each light's unshadowed
104
+ * irradiance is the irradiance clipmap's, at the footprint of a voxel of the hit's cascade, by its
105
+ * cosine at the hit's normal.
106
+ * - One is picked by weighted reservoir sampling over the cell's lights, its weight the luminance of
107
+ * that irradiance, with one number stretched over the candidates as `sample_discrete_wrs` does; it
108
+ * lights the hit by its irradiance over the chance of its pick, w/W. The probe's blend of its rays
109
+ * averages the picks to the cell's sum.
110
+ * - The picked light's shadow is a ray traced through the brick clipmap, as the hit's own ray was:
111
+ * from a voxel off the surface, past the field's half-voxel expand, toward a point of the light's
112
+ * sphere drawn as the path tracer draws it, stopping short of that point by the light's near clip or
113
+ * a voxel, whichever is more, for the expand at that end. It sees the light if it misses; a hit, or a
114
+ * march that spends its steps, is no light. A light that casts no shadow traces none.
115
+ * - The pick and the point are drawn from the ray's slot and direction, fresh every update.
116
+ * - **E_ind, the next bounce**: this mode's own diffuse at the hit, `probe_clipmap_sample_sh` from the
117
+ * hit along its normal, the view back along the ray, with the ray's own jitter as the pick's noise.
118
+ * The projection writes the records later in the frame, so they hold last frame's SH: each frame takes
119
+ * one more bounce.
120
+ * - Where no probe weighs anything the bounce is **zero**, not the environment: a hit behind the camera
121
+ * in a cave must not bring daylight in. The next frame's hits' wants ask for the probes it read
122
+ * (`shader_probe_clipmap_want_hits`), so the bounce has them a frame or two later.
123
+ * - LPV's 0.97 a bounce is dropped: an albedo under one bounds the series already.
124
+ *
125
+ * Its own pass because shade binds nine of a stage's ten storage buffers, and the pick takes two more.
126
+ *
127
+ * @type {ComputeShader}
128
+ */
129
+ export const shader_probe_clipmap_light = ComputeShader.from({
130
+ label: "Probe Clipmap Light",
131
+ resources,
132
+ body: CodeChunk.from(
133
+ //language=WGSL
134
+ `
135
+ // E_loc at a front-face hit in brick cascade \`cascade\`: one of its world cluster cell's point and spot lights,
136
+ // picked by \`random.x\` in proportion to its light at the hit and over the chance of its pick, shadowed by a ray
137
+ // toward the point of the light's sphere \`random.yzw\` draws
138
+ fn probe_clipmap_local_irradiance(cascade: u32, position: vec3<f32>, normal: vec3<f32>, random: vec4<f32>) -> vec3<f32> {
139
+ let level = brick_levels[cascade];
140
+ let voxel = level.cell_size / ${MESH_SDF_BRICK_VOXELS}.0;
141
+ let cell = world_light_cluster_metadata_at(cascade, level, 0.0, position);
142
+ let point_count = min(light_cluster_count_point(cell.counts), ${IRRADIANCE_CLIPMAP_LIGHT_BUDGET}u);
143
+ let spot_count = min(light_cluster_count_spot(cell.counts), ${IRRADIANCE_CLIPMAP_LIGHT_BUDGET}u);
144
+
145
+ // the cell's spot lights follow its point lights
146
+ let spots = cell.offset + light_cluster_count_point(cell.counts);
147
+
148
+ // the reservoir: the weights so far, and the light it holds
149
+ var u = random.x;
150
+ var total = 0.0;
151
+ var picked = vec3<f32>(0.0);
152
+ var picked_weight = 0.0;
153
+ var picked_index = 0u;
154
+ var picked_spot = false;
155
+
156
+ for (var j = 0u; j < point_count + spot_count; j++) {
157
+ let spot = j >= point_count;
158
+ let index = world_cluster_data[select(cell.offset + j, spots + (j - point_count), spot)];
159
+
160
+ var irradiance: vec3<f32>;
161
+
162
+ if (spot) {
163
+ let light = irradiance_clipmap_get_spot_light_info_by_index(&light_data, index, position, voxel);
164
+
165
+ irradiance = light.color * max(dot(normal, light.direction), 0.0);
166
+ } else {
167
+ let light = irradiance_clipmap_get_point_light_info_by_index(&light_data, index, position, voxel);
168
+
169
+ irradiance = light.color * max(dot(normal, light.direction), 0.0);
170
+ }
171
+
172
+ let weight = rgb_to_luminance(irradiance);
173
+
174
+ if (weight <= 0.0) {
175
+ continue;
176
+ }
177
+
178
+ // the light takes the reservoir by its share of the weights so far, and the number is stretched back
179
+ // over [0, 1) from whichever side of the share it fell
180
+ total += weight;
181
+
182
+ let share = weight / total;
183
+
184
+ if (u < share) {
185
+ u = u / share;
186
+ picked = irradiance;
187
+ picked_weight = weight;
188
+ picked_index = index;
189
+ picked_spot = spot;
190
+ } else {
191
+ u = (u - share) / (1.0 - share);
192
+ }
193
+ }
194
+
195
+ if (total <= 0.0) {
196
+ return vec3<f32>(0.0);
197
+ }
198
+
199
+ // the pick's light over the chance of the pick, w / W
200
+ let estimate = picked * (total / picked_weight);
201
+
202
+ var source: vec3<f32>;
203
+ var radius: f32;
204
+ var near_clip: f32;
205
+ var flags: u32;
206
+
207
+ if (picked_spot) {
208
+ let light = ${SPOT.marshalling_method_read}(&light_data, picked_index);
209
+
210
+ source = light.position;
211
+ radius = light.radius;
212
+ near_clip = light.near_clip_distance;
213
+ flags = light.flags;
214
+ } else {
215
+ let light = ${POINT.marshalling_method_read}(&light_data, picked_index);
216
+
217
+ source = light.position.xyz;
218
+ radius = light.radius;
219
+ near_clip = light.near_clip_distance;
220
+ flags = light.flags;
221
+ }
222
+
223
+ if ((flags & ${LIGHT_FLAGS.CASTS_SHADOW_BIT}u) == 0u) {
224
+ return estimate;
225
+ }
226
+
227
+ // from a voxel off the surface, past the half voxel the field's surface may sit off it, to a point of the
228
+ // light, short of it by the light's near clip or by a voxel for the expand at that end
229
+ let lifted = position + normal * voxel;
230
+ let to_light = source + radius * sphere_sample_volume(random.yzw) - lifted;
231
+ let span = length(to_light);
232
+ let reach = span - max(near_clip, voxel);
233
+
234
+ if (reach <= 0.0) {
235
+ return estimate;
236
+ }
237
+
238
+ let shadow = brick_clipmap_trace(lifted, to_light / span, 0.0, reach, settings.brick_cascade_count);
239
+
240
+ return select(vec3<f32>(0.0), estimate, shadow.kind == BRICK_TRACE_MISS);
241
+ }
242
+
243
+ @compute @workgroup_size(${PROBE_THREAD_WORKGROUP_SIZE})
244
+ fn main(
245
+ @builtin(workgroup_id) workgroup_id: vec3<u32>,
246
+ @builtin(local_invocation_index) lane: u32,
247
+ ) {
248
+ let ray = folded_workgroup_index(workgroup_id) * PROBE_THREAD_WORKGROUP_SIZE + lane;
249
+ let record = probe_rays[ray];
250
+ let albedo = unpack4x8unorm(record.row).rgb;
251
+ let front_hit = (record.flags & PROBE_RAY_KIND_MASK) == ${BRICK_TRACE_HIT}u && (record.flags & PROBE_RAY_BACK_FACE) == 0u;
252
+
253
+ // only a front-face hit that bounces anything takes more light
254
+ if (!front_hit || all(albedo == vec3<f32>(0.0))) {
255
+ return;
256
+ }
257
+
258
+ // the probe's update's rays, and this one's place among them
259
+ let k = record.flags >> PROBE_RAY_PROBE_SHIFT;
260
+ let span = probe_clipmap_probe_rays(k);
261
+ let rays = span.y;
262
+ let i = ray - span.x;
263
+
264
+ let slot = probe_trace.elements[k];
265
+ let n = settings.radiance_resolution;
266
+ let updates = probe_state_updates(probe_states[slot].x);
267
+ let texel = probe_clipmap_ray_texel(i, updates, rays, n * n);
268
+
269
+ let direction = uv_octahedral_unit_decode(unpack2x16unorm(record.direction));
270
+ let position = probe_clipmap_ray_origin(probe_origins[k], slot, record.direction) + record.t * direction;
271
+ let normal = uv_octahedral_unit_decode(unpack2x16unorm(record.normal));
272
+
273
+ // the local lights' pick and their shadow ray's point, apart from the origin's draw
274
+ let hash = pcg4d(vec4<u32>(slot, record.direction, 0xA54FF53Au, 0u));
275
+ let random = vec4<f32>(hash_to_float01(hash.x), hash_to_float01(hash.y), hash_to_float01(hash.z), hash_to_float01(hash.w));
276
+
277
+ // E/π: the local lights', then the next bounce's, which the resolve gives as E/π
278
+ var e = probe_clipmap_local_irradiance((record.flags >> PROBE_RAY_CASCADE_SHIFT) & PROBE_RAY_CASCADE_MASK, position, normal, random) * RECIPROCAL_PI;
279
+
280
+ let probes = probe_clipmap_sample_sh(position, normal, -direction, probe_clipmap_ray_jitter(slot, texel, i, updates, rays, n));
281
+
282
+ if (probes.found) {
283
+ e += resolve_irradiance_sh_to_diffuse(probes.sh.Y, probes.sh.CoCg, normal);
284
+ }
285
+
286
+ if (all(e == vec3<f32>(0.0))) {
287
+ return;
288
+ }
289
+
290
+ probe_rays[ray].light = rgbe9995_encode(rgbe9995_decode(record.light) + albedo * e);
291
+ }
292
+ `, [
293
+ chunk_probe_clipmap,
294
+ chunk_probe_clipmap_ray_layout,
295
+ chunk_probe_clipmap_ray_texel,
296
+ chunk_probe_clipmap_ray_jitter,
297
+ chunk_probe_clipmap_ray_origin,
298
+ chunk_folded_workgroup_index,
299
+ chunk_uv_octahedral_unit_decode,
300
+ chunk_probe_clipmap_pick,
301
+ chunk_resolve_irradiance_sh_to_diffuse,
302
+ RECIPROCAL_PI_DECLARATION,
303
+ chunk_world_light_cluster_lookup_at,
304
+ chunk_light_cluster_counts,
305
+ chunk_irradiance_clipmap_local_light,
306
+ chunk_rgb_to_luminance,
307
+ chunk_brick_clipmap_trace,
308
+ chunk_pcg4d,
309
+ chunk_hash_to_float01,
310
+ chunk_sphere_sample_volume,
311
+ POINT.chunk_read,
312
+ SPOT.chunk_read,
313
+ chunk_rgbe9995_decode,
314
+ chunk_rgbe9995_encode,
315
+ ]),
316
+ });
@@ -0,0 +1,23 @@
1
+ /**
2
+ * @type {WebGPUStruct}
3
+ */
4
+ export const PROBE_ORDER_SETTINGS: WebGPUStruct;
5
+ /**
6
+ * The trace list in the probes' order (§8.6): a workgroup a run of `PROBE_ORDER_RUN` listed
7
+ * probes, dispatched through `PROBE_DISPATCH_ORDER` once the due passes have listed the frame's updates,
8
+ * sorts its run in place by each probe's cascade and the Morton code of its lattice point in the
9
+ * cascade's window, the cascade above. Every pass after it reads a probe's place in the list from the
10
+ * sorted list, the rays' layout among them, so the rays of neighbouring probes run in neighbouring
11
+ * waves. Past one run the list is ordered within each run, not across them.
12
+ *
13
+ * Measured (PROBE_RAYS_VARIABLE_AND_SORTED_SCOPE_2026_10_30.md): the rays' stretch 1–4% shorter on
14
+ * the iGPU at 131k rays a frame, level on the 4090. The order is the only one of the rays' orders
15
+ * measured that pays: every sort of the rays themselves, global or within chunks, by direction, by
16
+ * place or by both, costs more than it buys, because the rays of one probe already share their waves.
17
+ *
18
+ * @type {ComputeShader}
19
+ */
20
+ export const shader_probe_clipmap_order: ComputeShader;
21
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
22
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
23
+ //# sourceMappingURL=shader_probe_clipmap_order.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_probe_clipmap_order.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_order.js"],"names":[],"mappings":"AAeA;;GAEG;AACH,mCAFU,YAAY,CASG;AAWzB;;;;;;;;;;;;;;GAcG;AACH,yCAFU,aAAa,CA4DpB;6BArG0B,sCAAsC;8BAHrC,kCAAkC"}
@@ -0,0 +1,110 @@
1
+ import { chunk_sort_bitonic_workgroup } from "../../../gpu_primitive/sort/chunk_sort_bitonic_workgroup.js";
2
+ import { SORT_KEYS_PER_THREAD, SORT_TILE_SIZE, SORT_WORKGROUP_SIZE } from "../../../gpu_primitive/sort/defs.js";
3
+ import { chunk_v3_morton_encode } from "../../../shader/chunk/bvh/morton/chunk_v3_morton_encode.js";
4
+ import { chunk_folded_workgroup_index } from "../../../shader/chunk/grid/chunk_folded_workgroup_index.js";
5
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
6
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
7
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
8
+ import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
9
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
10
+ import { assert } from "../../../../../core/assert.js";
11
+ import { chunk_probe_clipmap, PROBE_LEVELS_RESOURCE, PROBE_RECORDS_READ_RESOURCE, PROBE_TRACE_ORDER_RESOURCE } from "./chunk_probe_clipmap.js";
12
+ import { PROBE_ORDER_RUN } from "./PROBE_CLIPMAP.js";
13
+
14
+ assert.equal(PROBE_ORDER_RUN, SORT_TILE_SIZE, 'PROBE_ORDER_RUN is a tile of the bitonic sort');
15
+
16
+ /**
17
+ * @type {WebGPUStruct}
18
+ */
19
+ export const PROBE_ORDER_SETTINGS = WebGPUStruct.from({
20
+ /** probes a frame updates at most: the trace list's bound */
21
+ trace_capacity: u32,
22
+ /** lattice points a side of a cascade's window */
23
+ resolution: u32,
24
+ /** bits an axis of the Morton code, ⌈log2 resolution⌉ */
25
+ axis_bits: u32,
26
+ }, "ProbeOrderSettings");
27
+
28
+ const resources = new ShaderResourceSetDescriptor();
29
+
30
+ resources.setImmediate("settings", PROBE_ORDER_SETTINGS);
31
+
32
+ resources.createGroup()
33
+ .add(PROBE_TRACE_ORDER_RESOURCE)
34
+ .add(PROBE_RECORDS_READ_RESOURCE)
35
+ .add(PROBE_LEVELS_RESOURCE);
36
+
37
+ /**
38
+ * The trace list in the probes' order (§8.6): a workgroup a run of `PROBE_ORDER_RUN` listed
39
+ * probes, dispatched through `PROBE_DISPATCH_ORDER` once the due passes have listed the frame's updates,
40
+ * sorts its run in place by each probe's cascade and the Morton code of its lattice point in the
41
+ * cascade's window, the cascade above. Every pass after it reads a probe's place in the list from the
42
+ * sorted list, the rays' layout among them, so the rays of neighbouring probes run in neighbouring
43
+ * waves. Past one run the list is ordered within each run, not across them.
44
+ *
45
+ * Measured (PROBE_RAYS_VARIABLE_AND_SORTED_SCOPE_2026_10_30.md): the rays' stretch 1–4% shorter on
46
+ * the iGPU at 131k rays a frame, level on the 4090. The order is the only one of the rays' orders
47
+ * measured that pays: every sort of the rays themselves, global or within chunks, by direction, by
48
+ * place or by both, costs more than it buys, because the rays of one probe already share their waves.
49
+ *
50
+ * @type {ComputeShader}
51
+ */
52
+ export const shader_probe_clipmap_order = ComputeShader.from({
53
+ label: "Probe Clipmap Order",
54
+ resources,
55
+ body: CodeChunk.from(
56
+ //language=WGSL
57
+ `
58
+ // the run's keys and the slots they carry, which the bitonic sort orders by name
59
+ var<workgroup> keys: array<u32, ${SORT_TILE_SIZE}>;
60
+ var<workgroup> values: array<u32, ${SORT_TILE_SIZE}>;
61
+
62
+ var<workgroup> wg_count: u32;
63
+
64
+ @compute @workgroup_size(${SORT_WORKGROUP_SIZE}, 1, 1)
65
+ fn main(
66
+ @builtin(workgroup_id) workgroup_id: vec3<u32>,
67
+ @builtin(local_invocation_index) thread_id: u32,
68
+ ) {
69
+ let base = folded_workgroup_index(workgroup_id) * ${SORT_TILE_SIZE}u;
70
+
71
+ if (thread_id == 0u) {
72
+ let listed = min(probe_trace.count, settings.trace_capacity);
73
+
74
+ wg_count = min(select(0u, listed - base, listed > base), ${SORT_TILE_SIZE}u);
75
+ }
76
+
77
+ // the sort's barriers sit under loops its count bounds, so the count is the workgroup's
78
+ let count = workgroupUniformLoad(&wg_count);
79
+ let last = i32(settings.resolution) - 1;
80
+
81
+ for (var k = 0u; k < ${SORT_KEYS_PER_THREAD}u; k++) {
82
+ let at = k * ${SORT_WORKGROUP_SIZE}u + thread_id;
83
+
84
+ if (at < count) {
85
+ let slot = probe_trace.elements[base + at];
86
+ let cascade = probe_record_cascade(probe_records[slot].flags);
87
+ let local = vec3<u32>(clamp(probe_records[slot].cell - probe_levels[cascade].corner, vec3<i32>(0), vec3<i32>(last)));
88
+
89
+ keys[at] = (cascade << (3u * settings.axis_bits)) | v3_morton_encode(local.x, local.y, local.z);
90
+ values[at] = slot;
91
+ }
92
+ }
93
+
94
+ sort_bitonic_workgroup(thread_id, count);
95
+
96
+ for (var k = 0u; k < ${SORT_KEYS_PER_THREAD}u; k++) {
97
+ let at = k * ${SORT_WORKGROUP_SIZE}u + thread_id;
98
+
99
+ if (at < count) {
100
+ probe_trace.elements[base + at] = values[at];
101
+ }
102
+ }
103
+ }
104
+ `, [
105
+ chunk_probe_clipmap,
106
+ chunk_folded_workgroup_index,
107
+ chunk_v3_morton_encode,
108
+ chunk_sort_bitonic_workgroup,
109
+ ]),
110
+ });