@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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@@ -5,12 +5,16 @@ export const PROBE_TRACE_COMMAND_SETTINGS: WebGPUStruct;
5
5
  /**
6
6
  * The update's commands (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.5): one thread, once the due passes
7
7
  * have listed the frame's updates, the list's count clamped to U:
8
- * - a thread a listed probe, at `PROBE_DISPATCH_TRACED`: relocation and the probes' projection;
9
- * - a thread a ray of theirs, R a probe, at `PROBE_DISPATCH_RAYS`: trace and shade;
8
+ * - a thread a listed probe, at `PROBE_DISPATCH_TRACED`: relocation, the ray counts and the probes'
9
+ * projection;
10
10
  * - a thread a texel of their maps, n_r² + n_d² a probe, at `PROBE_DISPATCH_TEXELS`: accumulate;
11
11
  * - a thread a row of their radiance maps, n_r a probe, at `PROBE_DISPATCH_ROWS`: the projection's rows;
12
12
  * - a thread a texel of their tiles, (n_r + 2)² + (n_d + 2)² a probe, at `PROBE_DISPATCH_PUBLISH`.
13
13
  *
14
+ * It writes the count of the ray counts, the ray requests and the rays' layout, the probes listed, which
15
+ * the passes after fill in (`shader_probe_clipmap_ray_layout.js`): a probe's rays are its own update's,
16
+ * even when none is listed.
17
+ *
14
18
  * @type {ComputeShader}
15
19
  */
16
20
  export const shader_probe_clipmap_trace_command: ComputeShader;
@@ -1 +1 @@
1
- {"version":3,"file":"shader_probe_clipmap_trace_command.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace_command.js"],"names":[],"mappings":"AAQA;;GAEG;AACH,2CAFU,YAAY,CAWU;AAUhC;;;;;;;;;;GAUG;AACH,iDAFU,aAAa,CAgDpB;6BAlF0B,sCAAsC;8BAHrC,kCAAkC"}
1
+ {"version":3,"file":"shader_probe_clipmap_trace_command.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace_command.js"],"names":[],"mappings":"AAeA;;GAEG;AACH,2CAFU,YAAY,CASU;AAahC;;;;;;;;;;;;;;GAcG;AACH,iDAFU,aAAa,CAoDpB;6BAlG0B,sCAAsC;8BAHrC,kCAAkC"}
@@ -4,7 +4,14 @@ import { ComputeShader } from "../../../shader/ComputeShader.js";
4
4
  import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
5
5
  import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
6
6
  import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
7
- import { chunk_probe_clipmap, PROBE_DISPATCH_RESOURCE, PROBE_TRACE_READ_RESOURCE } from "./chunk_probe_clipmap.js";
7
+ import {
8
+ chunk_probe_clipmap,
9
+ PROBE_DISPATCH_RESOURCE,
10
+ PROBE_RAY_COUNTS_WRITE_RESOURCE,
11
+ PROBE_RAY_REQUESTS_WRITE_RESOURCE,
12
+ PROBE_RAY_SUMS_WRITE_RESOURCE,
13
+ PROBE_TRACE_READ_RESOURCE
14
+ } from "./chunk_probe_clipmap.js";
8
15
 
9
16
  /**
10
17
  * @type {WebGPUStruct}
@@ -12,8 +19,6 @@ import { chunk_probe_clipmap, PROBE_DISPATCH_RESOURCE, PROBE_TRACE_READ_RESOURCE
12
19
  export const PROBE_TRACE_COMMAND_SETTINGS = WebGPUStruct.from({
13
20
  /** probes a frame updates at most: the trace list's bound */
14
21
  trace_capacity: u32,
15
- /** rays an update casts, R */
16
- rays_per_probe: u32,
17
22
  /** octahedral radiance texels a side, n_r */
18
23
  radiance_resolution: u32,
19
24
  /** octahedral depth texels a side, n_d */
@@ -26,17 +31,24 @@ resources.setImmediate("settings", PROBE_TRACE_COMMAND_SETTINGS);
26
31
 
27
32
  resources.createGroup()
28
33
  .add(PROBE_TRACE_READ_RESOURCE)
34
+ .add(PROBE_RAY_COUNTS_WRITE_RESOURCE)
35
+ .add(PROBE_RAY_REQUESTS_WRITE_RESOURCE)
36
+ .add(PROBE_RAY_SUMS_WRITE_RESOURCE)
29
37
  .add(PROBE_DISPATCH_RESOURCE);
30
38
 
31
39
  /**
32
40
  * The update's commands (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.5): one thread, once the due passes
33
41
  * have listed the frame's updates, the list's count clamped to U:
34
- * - a thread a listed probe, at `PROBE_DISPATCH_TRACED`: relocation and the probes' projection;
35
- * - a thread a ray of theirs, R a probe, at `PROBE_DISPATCH_RAYS`: trace and shade;
42
+ * - a thread a listed probe, at `PROBE_DISPATCH_TRACED`: relocation, the ray counts and the probes'
43
+ * projection;
36
44
  * - a thread a texel of their maps, n_r² + n_d² a probe, at `PROBE_DISPATCH_TEXELS`: accumulate;
37
45
  * - a thread a row of their radiance maps, n_r a probe, at `PROBE_DISPATCH_ROWS`: the projection's rows;
38
46
  * - a thread a texel of their tiles, (n_r + 2)² + (n_d + 2)² a probe, at `PROBE_DISPATCH_PUBLISH`.
39
47
  *
48
+ * It writes the count of the ray counts, the ray requests and the rays' layout, the probes listed, which
49
+ * the passes after fill in (`shader_probe_clipmap_ray_layout.js`): a probe's rays are its own update's,
50
+ * even when none is listed.
51
+ *
40
52
  * @type {ComputeShader}
41
53
  */
42
54
  export const shader_probe_clipmap_trace_command = ComputeShader.from({
@@ -54,11 +66,9 @@ fn main() {
54
66
  probe_dispatch[PROBE_DISPATCH_TRACED + 1u] = probes.y;
55
67
  probe_dispatch[PROBE_DISPATCH_TRACED + 2u] = probes.z;
56
68
 
57
- let rays = folded_dispatch((traced * settings.rays_per_probe + PROBE_THREAD_WORKGROUP_SIZE - 1u) / PROBE_THREAD_WORKGROUP_SIZE);
58
-
59
- probe_dispatch[PROBE_DISPATCH_RAYS] = rays.x;
60
- probe_dispatch[PROBE_DISPATCH_RAYS + 1u] = rays.y;
61
- probe_dispatch[PROBE_DISPATCH_RAYS + 2u] = rays.z;
69
+ probe_ray_counts.count = traced;
70
+ probe_ray_requests.count = traced;
71
+ probe_ray_sums.count = traced;
62
72
 
63
73
  let n = settings.radiance_resolution;
64
74
  let m = settings.depth_resolution;
@@ -80,6 +90,12 @@ fn main() {
80
90
  probe_dispatch[PROBE_DISPATCH_PUBLISH] = tiles.x;
81
91
  probe_dispatch[PROBE_DISPATCH_PUBLISH + 1u] = tiles.y;
82
92
  probe_dispatch[PROBE_DISPATCH_PUBLISH + 2u] = tiles.z;
93
+
94
+ let runs = folded_dispatch((traced + PROBE_ORDER_RUN - 1u) / PROBE_ORDER_RUN);
95
+
96
+ probe_dispatch[PROBE_DISPATCH_ORDER] = runs.x;
97
+ probe_dispatch[PROBE_DISPATCH_ORDER + 1u] = runs.y;
98
+ probe_dispatch[PROBE_DISPATCH_ORDER + 2u] = runs.z;
83
99
  }
84
100
  `, [
85
101
  chunk_probe_clipmap,
@@ -6,18 +6,14 @@ export const PROBE_WANT_SETTINGS: WebGPUStruct;
6
6
  * Want (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.3): a thread a tile of {@link PROBE_WANT_TILE}² pixels,
7
7
  * the launch the screen's tiles.
8
8
  *
9
- * Each frame a tile wants the probes of one of its pixels, picked by STBN at (tile, frame), the cages
10
- * that pixel's pick reads (§9.1): the finest cascade whose cage window holds the point, the cage of
11
- * the point biased `0.1` of that cascade's spacing along `mix(n, v, 0.2)`, and in the cascade's blend
12
- * skirt the next cascade's cage too, biased by its own spacing. A sky pixel wants nothing; neither does
13
- * a cage a bias moved out of its window. Each cage point's bit is set, and a point whose bit was clear
14
- * goes on the wanted list, so the list holds every point wanted this frame once.
9
+ * Each frame a tile wants the probes of one of its pixels, picked by STBN at (tile, frame): the cages
10
+ * that pixel's pick reads (§9.1), biased along `mix(n, v, 0.2)`, through `probe_clipmap_want`. A sky
11
+ * pixel wants nothing. Its points go on the wanted list as the screen's, `PROBE_WANTED_SCREEN`; want runs
12
+ * before the hits' wants, so a point both want is the screen's.
15
13
  *
16
14
  * At a cascade's outer edge a lattice cell is 58 pixels on a 1080p screen at a 60° field of view, and
17
15
  * 19 at 120°, so a tile of 8 samples every cell several times a frame, and a workgroup's 64 tiles want
18
- * a few cages between them. So the first lane of a workgroup to want a cage claims it in the
19
- * workgroup's table and sets its bits; the rest want it through that lane. Measured on the AMD iGPU at
20
- * 1280×720 on Sponza, the bits' atomics were 140 of want's 345 µs and the appends 90.
16
+ * a few cages between them, which its claims keep to one want each.
21
17
  *
22
18
  * @type {ComputeShader}
23
19
  */
@@ -1 +1 @@
1
- {"version":3,"file":"shader_probe_clipmap_want.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_want.js"],"names":[],"mappings":"AAoCA;;GAEG;AACH,kCAFU,YAAY,CAUE;AAexB;;;;;;;;;;;;;;;;;;GAkBG;AACH,wCAFU,aAAa,CAuHpB;6BAxL0B,sCAAsC;8BAHrC,kCAAkC"}
1
+ {"version":3,"file":"shader_probe_clipmap_want.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_want.js"],"names":[],"mappings":"AAqBA;;GAEG;AACH,kCAFU,YAAY,CAUE;AAexB;;;;;;;;;;;;;;GAcG;AACH,wCAFU,aAAa,CAqCpB;6BAtF0B,sCAAsC;8BAHrC,kCAAkC"}
@@ -1,8 +1,5 @@
1
1
  import { CAMERA_UNIFORM_STRUCT } from "../../../camera/CAMERA_UNIFORM_STRUCT.js";
2
- import { chunk_collection_u32_append } from "../../../gpu_primitive/chunk_collection_u32_append.js";
3
2
  import { chunk_project_position_from_depth } from "../../../shader/chunk/camera/chunk_project_position_from_depth.js";
4
- import { chunk_clipmap_contains } from "../../../shader/chunk/clipmap/chunk_clipmap_contains.js";
5
- import { chunk_clipmap_select_finest } from "../../../shader/chunk/clipmap/chunk_clipmap_select_finest.js";
6
3
  import { chunk_is_background } from "../../../shader/chunk/depth/chunk_is_background.js";
7
4
  import { chunk_mat4_extract_position } from "../../../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
8
5
  import { chunk_decode_g_buffer_normal } from "../../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
@@ -19,20 +16,8 @@ import {
19
16
  PROBE_WANTED_BITS_RESOURCE,
20
17
  PROBE_WANTED_WRITE_RESOURCE
21
18
  } from "./chunk_probe_clipmap.js";
22
- import { PROBE_RECEIVER_BIAS, PROBE_RECEIVER_BIAS_VIEW, PROBE_WANT_TILE, PROBE_WANT_WORKGROUP_TILES } from "./PROBE_CLIPMAP.js";
23
-
24
- /**
25
- * Slots of a workgroup's claim table: twice the claims its lanes make at most, a cage in each of two
26
- * cascades a lane, so a probe finds a slot within a few.
27
- * @type {number}
28
- */
29
- const WANT_CLAIM_SLOTS = 2 * 2 * PROBE_WANT_WORKGROUP_TILES ** 2;
30
-
31
- /**
32
- * Slots a claim tries before it wants its cage anyway: a bound, which a half-full table does not reach.
33
- * @type {number}
34
- */
35
- const WANT_CLAIM_PROBES = 16;
19
+ import { chunk_probe_clipmap_want } from "./chunk_probe_clipmap_want.js";
20
+ import { PROBE_RECEIVER_BIAS_VIEW, PROBE_WANT_TILE, PROBE_WANT_WORKGROUP_TILES } from "./PROBE_CLIPMAP.js";
36
21
 
37
22
  /**
38
23
  * @type {WebGPUStruct}
@@ -64,18 +49,14 @@ resources.createGroup()
64
49
  * Want (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.3): a thread a tile of {@link PROBE_WANT_TILE}² pixels,
65
50
  * the launch the screen's tiles.
66
51
  *
67
- * Each frame a tile wants the probes of one of its pixels, picked by STBN at (tile, frame), the cages
68
- * that pixel's pick reads (§9.1): the finest cascade whose cage window holds the point, the cage of
69
- * the point biased `0.1` of that cascade's spacing along `mix(n, v, 0.2)`, and in the cascade's blend
70
- * skirt the next cascade's cage too, biased by its own spacing. A sky pixel wants nothing; neither does
71
- * a cage a bias moved out of its window. Each cage point's bit is set, and a point whose bit was clear
72
- * goes on the wanted list, so the list holds every point wanted this frame once.
52
+ * Each frame a tile wants the probes of one of its pixels, picked by STBN at (tile, frame): the cages
53
+ * that pixel's pick reads (§9.1), biased along `mix(n, v, 0.2)`, through `probe_clipmap_want`. A sky
54
+ * pixel wants nothing. Its points go on the wanted list as the screen's, `PROBE_WANTED_SCREEN`; want runs
55
+ * before the hits' wants, so a point both want is the screen's.
73
56
  *
74
57
  * At a cascade's outer edge a lattice cell is 58 pixels on a 1080p screen at a 60° field of view, and
75
58
  * 19 at 120°, so a tile of 8 samples every cell several times a frame, and a workgroup's 64 tiles want
76
- * a few cages between them. So the first lane of a workgroup to want a cage claims it in the
77
- * workgroup's table and sets its bits; the rest want it through that lane. Measured on the AMD iGPU at
78
- * 1280×720 on Sponza, the bits' atomics were 140 of want's 345 µs and the appends 90.
59
+ * a few cages between them, which its claims keep to one want each.
79
60
  *
80
61
  * @type {ComputeShader}
81
62
  */
@@ -85,47 +66,6 @@ export const shader_probe_clipmap_want = ComputeShader.from({
85
66
  body: CodeChunk.from(
86
67
  //language=WGSL
87
68
  `
88
- // the cages the workgroup's lanes have claimed, by their key plus one; zero at the workgroup's start
89
- var<workgroup> probe_want_claims: array<atomic<u32>, ${WANT_CLAIM_SLOTS}>;
90
-
91
- // the cell whose corners are the cascade's cage around a point biased by its spacing, and whether the
92
- // cascade's cage window holds it
93
- fn probe_want_cage(cascade: u32, position: vec3<f32>, bias_direction: vec3<f32>, cage: ptr<function, vec3<i32>>) -> bool {
94
- let level = probe_levels[cascade];
95
- let biased = position + bias_direction * (${PROBE_RECEIVER_BIAS} * level.cell_size);
96
-
97
- *cage = vec3<i32>(floor(biased / level.cell_size));
98
-
99
- return clipmap_contains(*cage, level.corner, level.size);
100
- }
101
-
102
- // whether this lane is the first of its workgroup to want the cage whose least point has \`key\`; a lane
103
- // that finds no room in its probes wants it as well, which the bits make harmless
104
- fn probe_want_claim(key: u32) -> bool {
105
- let tag = key + 1u;
106
-
107
- var at = (tag * 2654435761u) >> ${32 - Math.log2(WANT_CLAIM_SLOTS)}u;
108
-
109
- for (var probe = 0u; probe < ${WANT_CLAIM_PROBES}u; probe++) {
110
- let seen = atomicCompareExchangeWeak(&probe_want_claims[at], 0u, tag);
111
-
112
- if (seen.exchanged) {
113
- return true;
114
- }
115
-
116
- if (seen.old_value == tag) {
117
- return false;
118
- }
119
-
120
- // another cage's slot: the next one; an empty slot that failed spuriously is tried again
121
- if (seen.old_value != 0u) {
122
- at = (at + 1u) & ${WANT_CLAIM_SLOTS - 1}u;
123
- }
124
- }
125
-
126
- return true;
127
- }
128
-
129
69
  @compute @workgroup_size(${PROBE_WANT_WORKGROUP_TILES}, ${PROBE_WANT_WORKGROUP_TILES})
130
70
  fn main(@builtin(global_invocation_id) id: vec3<u32>) {
131
71
  let size = textureDimensions(gBufferDepth);
@@ -144,46 +84,7 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
144
84
  let view_direction = normalize(mat4_extract_position(camera.transform) - position);
145
85
  let bias_direction = mix(normal, view_direction, ${PROBE_RECEIVER_BIAS_VIEW});
146
86
 
147
- let selection = clipmap_select_finest(&probe_levels, settings.cascade_count, position, PROBE_BLEND_SKIRT);
148
-
149
- let surface = on_screen && !is_background(depth) && selection.level != CLIPMAP_LEVEL_NONE;
150
- let finest = select(0u, selection.level, surface);
151
- let next = min(finest + 1u, settings.cascade_count - 1u);
152
-
153
- var cage_finest: vec3<i32>;
154
- var cage_next: vec3<i32>;
155
-
156
- let resolution = settings.resolution;
157
-
158
- // storage wraps by the window's side, a power of two: the low bits of a point, negative ones too
159
- let wrap = vec3<u32>(resolution - 1u);
160
-
161
- let wants_finest = surface && probe_want_cage(finest, position, bias_direction, &cage_finest)
162
- && probe_want_claim(probe_clipmap_key(finest, vec3<u32>(cage_finest) & wrap, resolution));
163
- let wants_next = surface && selection.edge_weight > 0.0 && finest + 1u < settings.cascade_count
164
- && probe_want_cage(next, position, bias_direction, &cage_next)
165
- && probe_want_claim(probe_clipmap_key(next, vec3<u32>(cage_next) & wrap, resolution));
166
-
167
- // every lane through all sixteen corners, so that the appends stay in uniform control flow
168
- for (var k = 0u; k < 16u; k++) {
169
- let coarse = k >= 8u;
170
- let cascade = select(finest, next, coarse);
171
- let wants = select(wants_finest, wants_next, coarse);
172
- let corner = vec3<i32>(vec3<u32>(k & 1u, (k >> 1u) & 1u, (k >> 2u) & 1u));
173
- let point = select(cage_finest, cage_next, coarse) + corner;
174
-
175
- let storage = vec3<u32>(point) & wrap;
176
- let key = probe_clipmap_key(cascade, storage, resolution);
177
- let bit = 1u << (key & 31u);
178
-
179
- var first = false;
180
-
181
- if (wants) {
182
- first = (atomicOr(&probe_wanted_bits[key >> 5u], bit) & bit) == 0u;
183
- }
184
-
185
- collection_u32_append(&probe_wanted, first, key, settings.key_count);
186
- }
87
+ probe_clipmap_want(on_screen && !is_background(depth), position, bias_direction, settings.cascade_count, settings.resolution, settings.key_count, PROBE_WANTED_SCREEN);
187
88
  }
188
89
  `, [
189
90
  chunk_probe_clipmap,
@@ -192,8 +93,6 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
192
93
  chunk_decode_g_buffer_normal,
193
94
  chunk_mat4_extract_position,
194
95
  chunk_is_background,
195
- chunk_clipmap_select_finest,
196
- chunk_clipmap_contains,
197
- chunk_collection_u32_append,
96
+ chunk_probe_clipmap_want,
198
97
  ]),
199
98
  });
@@ -0,0 +1,28 @@
1
+ /**
2
+ * @type {WebGPUStruct}
3
+ */
4
+ export const PROBE_WANT_HITS_SETTINGS: WebGPUStruct;
5
+ /**
6
+ * The hits' wants (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.3, §8.7, D31): a thread a ray of the last
7
+ * frame's updates, after want and before admit, through the launch those rays had,
8
+ * `PROBE_DISPATCH_RAYS`, before the frame's trace command writes it over.
9
+ *
10
+ * A front-face hit that bounces anything wants the cages its pick reads, as a pixel does: the light pass
11
+ * takes the hit's next bounce from those probes. So a probe a hit needs is admitted where nothing on
12
+ * screen wanted one, and kept while hits read it. Until its first update a NEW probe weighs nothing and
13
+ * the hit takes no bounce: light is lost for a frame or two, never invented.
14
+ *
15
+ * Only a probe a pixel wanted in the frame of its update has hits that want, so the probes hits wanted
16
+ * want nothing in turn: the chain stops after one step, as Enshrouded's world-cache probes do. Unstopped,
17
+ * hits would want a probe at every surface the windows hold, the dense lattice D31 turned down.
18
+ *
19
+ * It binds the last frame's trace list, origins and rays, which the frame's trace writes over later. A ray
20
+ * names its probe, its place in that list, in its flags; a record of no ray (`PROBE_RAY_NONE`) is past
21
+ * that frame's last.
22
+ *
23
+ * @type {ComputeShader}
24
+ */
25
+ export const shader_probe_clipmap_want_hits: ComputeShader;
26
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
27
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
28
+ //# sourceMappingURL=shader_probe_clipmap_want_hits.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_probe_clipmap_want_hits.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_want_hits.js"],"names":[],"mappings":"AAqBA;;GAEG;AACH,uCAFU,YAAY,CAQM;AAe5B;;;;;;;;;;;;;;;;;;;GAmBG;AACH,6CAFU,aAAa,CA8CpB;6BAvG0B,sCAAsC;8BAHrC,kCAAkC"}
@@ -0,0 +1,110 @@
1
+ import { chunk_uv_octahedral_unit_decode } from "../../../shader/chunk/geometry/octahedron/chunk_uv_octahedral_unit_decode.js";
2
+ import { chunk_folded_workgroup_index } from "../../../shader/chunk/grid/chunk_folded_workgroup_index.js";
3
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
4
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
5
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
6
+ import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
7
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
8
+ import {
9
+ chunk_probe_clipmap,
10
+ chunk_probe_clipmap_ray_origin,
11
+ PROBE_LEVELS_RESOURCE,
12
+ PROBE_ORIGINS_READ_RESOURCE,
13
+ PROBE_RAYS_READ_RESOURCE,
14
+ PROBE_RECORDS_READ_RESOURCE,
15
+ PROBE_TRACE_READ_RESOURCE,
16
+ PROBE_WANTED_BITS_RESOURCE,
17
+ PROBE_WANTED_WRITE_RESOURCE
18
+ } from "./chunk_probe_clipmap.js";
19
+ import { chunk_probe_clipmap_want } from "./chunk_probe_clipmap_want.js";
20
+ import { PROBE_RECEIVER_BIAS_VIEW, PROBE_THREAD_WORKGROUP_SIZE } from "./PROBE_CLIPMAP.js";
21
+
22
+ /**
23
+ * @type {WebGPUStruct}
24
+ */
25
+ export const PROBE_WANT_HITS_SETTINGS = WebGPUStruct.from({
26
+ cascade_count: u32,
27
+ /** lattice points a cascade's window has a side */
28
+ resolution: u32,
29
+ /** keys over every cascade: what the wanted list holds at most */
30
+ key_count: u32,
31
+ }, "ProbeWantHitsSettings");
32
+
33
+ const resources = new ShaderResourceSetDescriptor();
34
+
35
+ resources.setImmediate("settings", PROBE_WANT_HITS_SETTINGS);
36
+
37
+ resources.createGroup()
38
+ .add(PROBE_TRACE_READ_RESOURCE)
39
+ .add(PROBE_ORIGINS_READ_RESOURCE)
40
+ .add(PROBE_RAYS_READ_RESOURCE)
41
+ .add(PROBE_RECORDS_READ_RESOURCE)
42
+ .add(PROBE_LEVELS_RESOURCE)
43
+ .add(PROBE_WANTED_BITS_RESOURCE)
44
+ .add(PROBE_WANTED_WRITE_RESOURCE);
45
+
46
+ /**
47
+ * The hits' wants (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.3, §8.7, D31): a thread a ray of the last
48
+ * frame's updates, after want and before admit, through the launch those rays had,
49
+ * `PROBE_DISPATCH_RAYS`, before the frame's trace command writes it over.
50
+ *
51
+ * A front-face hit that bounces anything wants the cages its pick reads, as a pixel does: the light pass
52
+ * takes the hit's next bounce from those probes. So a probe a hit needs is admitted where nothing on
53
+ * screen wanted one, and kept while hits read it. Until its first update a NEW probe weighs nothing and
54
+ * the hit takes no bounce: light is lost for a frame or two, never invented.
55
+ *
56
+ * Only a probe a pixel wanted in the frame of its update has hits that want, so the probes hits wanted
57
+ * want nothing in turn: the chain stops after one step, as Enshrouded's world-cache probes do. Unstopped,
58
+ * hits would want a probe at every surface the windows hold, the dense lattice D31 turned down.
59
+ *
60
+ * It binds the last frame's trace list, origins and rays, which the frame's trace writes over later. A ray
61
+ * names its probe, its place in that list, in its flags; a record of no ray (`PROBE_RAY_NONE`) is past
62
+ * that frame's last.
63
+ *
64
+ * @type {ComputeShader}
65
+ */
66
+ export const shader_probe_clipmap_want_hits = ComputeShader.from({
67
+ label: "Probe Clipmap Want Hits",
68
+ resources,
69
+ body: CodeChunk.from(
70
+ //language=WGSL
71
+ `
72
+ @compute @workgroup_size(${PROBE_THREAD_WORKGROUP_SIZE})
73
+ fn main(
74
+ @builtin(workgroup_id) workgroup_id: vec3<u32>,
75
+ @builtin(local_invocation_index) lane: u32,
76
+ ) {
77
+ let ray = folded_workgroup_index(workgroup_id) * PROBE_THREAD_WORKGROUP_SIZE + lane;
78
+
79
+ var wants = false;
80
+ var position = vec3<f32>(0.0);
81
+ var bias_direction = vec3<f32>(0.0);
82
+
83
+ let record = probe_rays[ray];
84
+
85
+ if ((record.flags & PROBE_RAY_KIND_MASK) != PROBE_RAY_NONE) {
86
+ let k = record.flags >> PROBE_RAY_PROBE_SHIFT;
87
+ let slot = probe_trace.elements[k];
88
+
89
+ // shade left a front-face hit's albedo in its row and zero in any other ray's: a ray that takes no
90
+ // bounce, a black hit's among them, wants nothing
91
+ wants = record.row != 0u && (probe_records[slot].flags & PROBE_RECORD_SCREEN) != 0u;
92
+
93
+ let direction = uv_octahedral_unit_decode(unpack2x16unorm(record.direction));
94
+ let normal = uv_octahedral_unit_decode(unpack2x16unorm(record.normal));
95
+
96
+ position = probe_clipmap_ray_origin(probe_origins[k], slot, record.direction) + record.t * direction;
97
+ // the view back along the ray, as the light pass's pick takes it
98
+ bias_direction = mix(normal, -direction, ${PROBE_RECEIVER_BIAS_VIEW});
99
+ }
100
+
101
+ probe_clipmap_want(wants, position, bias_direction, settings.cascade_count, settings.resolution, settings.key_count, 0u);
102
+ }
103
+ `, [
104
+ chunk_probe_clipmap,
105
+ chunk_probe_clipmap_ray_origin,
106
+ chunk_folded_workgroup_index,
107
+ chunk_uv_octahedral_unit_decode,
108
+ chunk_probe_clipmap_want,
109
+ ]),
110
+ });
@@ -0,0 +1,10 @@
1
+ /**
2
+ * Per-digit-pass constants of a sort over a device count, shared by
3
+ * {@link shader_radix_sort_histogram_indirect} and {@link shader_radix_sort_scatter_indirect}. The
4
+ * host knows these; the size of the input it does not, and that lives in {@link SORT_SIZE_STRUCT}.
5
+ *
6
+ * @type {WebGPUStruct}
7
+ */
8
+ export const SORT_DIGIT_SETTINGS_STRUCT: WebGPUStruct;
9
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
10
+ //# sourceMappingURL=SORT_DIGIT_SETTINGS_STRUCT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SORT_DIGIT_SETTINGS_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/sort/SORT_DIGIT_SETTINGS_STRUCT.js"],"names":[],"mappings":"AAGA;;;;;;GAMG;AACH,yCAFU,YAAY,CAYE;6BAnBK,mCAAmC"}
@@ -0,0 +1,21 @@
1
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
3
+
4
+ /**
5
+ * Per-digit-pass constants of a sort over a device count, shared by
6
+ * {@link shader_radix_sort_histogram_indirect} and {@link shader_radix_sort_scatter_indirect}. The
7
+ * host knows these; the size of the input it does not, and that lives in {@link SORT_SIZE_STRUCT}.
8
+ *
9
+ * @type {WebGPUStruct}
10
+ */
11
+ export const SORT_DIGIT_SETTINGS_STRUCT = WebGPUStruct.from({
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+ /**
13
+ * Bit position of the digit this pass sorts on — 0, 8, 16, 24.
14
+ */
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+ shift: u32,
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+ /**
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+ * The key's bits, `key_bits` of them set from the bottom: what a digit is selected from. See
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+ * `sort_extract_key_digit` in {@link chunk_sort_digit}.
19
+ */
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+ key_mask: u32,
21
+ }, "SortDigitSettings");
@@ -1,6 +1,9 @@
1
1
  /**
2
- * Per-digit-pass constants, shared by the histogram and the scatter so the two agree on which keys
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- * exist and where their counts live in the spine.
2
+ * Per-digit-pass constants of a sort over a host count, shared by the histogram and the scatter so
3
+ * the two agree on which keys exist and where their counts live in the spine.
4
+ *
5
+ * A sort over a device count reads `element_count` and `tile_count` from {@link SORT_SIZE_STRUCT}
6
+ * instead, and carries the rest as {@link SORT_DIGIT_SETTINGS_STRUCT}.
4
7
  *
5
8
  * @type {WebGPUStruct}
6
9
  */
@@ -1 +1 @@
1
- {"version":3,"file":"SORT_PASS_SETTINGS_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.js"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,wCAFU,YAAY,CAeC;6BArBM,mCAAmC"}
1
+ {"version":3,"file":"SORT_PASS_SETTINGS_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.js"],"names":[],"mappings":"AAGA;;;;;;;;GAQG;AACH,wCAFU,YAAY,CAoBC;6BA7BM,mCAAmC"}
@@ -1,23 +1,31 @@
1
- import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
3
-
4
- /**
5
- * Per-digit-pass constants, shared by the histogram and the scatter so the two agree on which keys
6
- * exist and where their counts live in the spine.
7
- *
8
- * @type {WebGPUStruct}
9
- */
10
- export const SORT_PASS_SETTINGS_STRUCT = WebGPUStruct.from({
11
- /**
12
- * Bit position of the digit this pass sorts on — 0, 8, 16, 24.
13
- */
14
- shift: u32,
15
- /**
16
- * Keys in the input. The tail tile is partial and every read is bounds-checked against this.
17
- */
18
- element_count: u32,
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- /**
20
- * Number of tiles, which is the stride between adjacent bins in the bin-major spine.
21
- */
22
- tile_count: u32,
23
- }, "SortPassSettings");
1
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
3
+
4
+ /**
5
+ * Per-digit-pass constants of a sort over a host count, shared by the histogram and the scatter so
6
+ * the two agree on which keys exist and where their counts live in the spine.
7
+ *
8
+ * A sort over a device count reads `element_count` and `tile_count` from {@link SORT_SIZE_STRUCT}
9
+ * instead, and carries the rest as {@link SORT_DIGIT_SETTINGS_STRUCT}.
10
+ *
11
+ * @type {WebGPUStruct}
12
+ */
13
+ export const SORT_PASS_SETTINGS_STRUCT = WebGPUStruct.from({
14
+ /**
15
+ * Bit position of the digit this pass sorts on — 0, 8, 16, 24.
16
+ */
17
+ shift: u32,
18
+ /**
19
+ * Keys in the input. The tail tile is partial and every read is bounds-checked against this.
20
+ */
21
+ element_count: u32,
22
+ /**
23
+ * Number of tiles, which is the stride between adjacent bins in the bin-major spine.
24
+ */
25
+ tile_count: u32,
26
+ /**
27
+ * The key's bits, `key_bits` of them set from the bottom: what a digit is selected from. See
28
+ * `sort_extract_key_digit` in {@link chunk_sort_digit}.
29
+ */
30
+ key_mask: u32,
31
+ }, "SortPassSettings");
@@ -0,0 +1,10 @@
1
+ /**
2
+ * The live size of a sort over a device count, written once by {@link shader_radix_sort_prepare} and
3
+ * read by every histogram and scatter after it. The same two numbers a host-count sort carries in
4
+ * {@link SORT_PASS_SETTINGS_STRUCT}, which the host cannot know here.
5
+ *
6
+ * @type {WebGPUStruct}
7
+ */
8
+ export const SORT_SIZE_STRUCT: WebGPUStruct;
9
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
10
+ //# sourceMappingURL=SORT_SIZE_STRUCT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SORT_SIZE_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/sort/SORT_SIZE_STRUCT.js"],"names":[],"mappings":"AAGA;;;;;;GAMG;AACH,+BAFU,YAAY,CAaP;6BApBc,mCAAmC"}
@@ -0,0 +1,22 @@
1
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
3
+
4
+ /**
5
+ * The live size of a sort over a device count, written once by {@link shader_radix_sort_prepare} and
6
+ * read by every histogram and scatter after it. The same two numbers a host-count sort carries in
7
+ * {@link SORT_PASS_SETTINGS_STRUCT}, which the host cannot know here.
8
+ *
9
+ * @type {WebGPUStruct}
10
+ */
11
+ export const SORT_SIZE_STRUCT = WebGPUStruct.from({
12
+ /**
13
+ * Keys being sorted: the device count, at most the sort's `element_max_count`. The tail tile is
14
+ * partial and every read is bounds-checked against this.
15
+ */
16
+ element_count: u32,
17
+ /**
18
+ * Tiles those keys fill, which is the stride between adjacent bins in the bin-major spine and the
19
+ * number of workgroups the histogram and scatter are dispatched over.
20
+ */
21
+ tile_count: u32,
22
+ }, "SortSize");
@@ -0,0 +1,9 @@
1
+ /**
2
+ * The sort's tile geometry from `defs.js`, as WGSL constants: one declaration for every chunk and
3
+ * shader of the sort that links it, rather than a copy in each.
4
+ *
5
+ * @type {CodeChunk}
6
+ */
7
+ export const chunk_sort_constants: CodeChunk;
8
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
+ //# sourceMappingURL=chunk_sort_constants.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_sort_constants.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/sort/chunk_sort_constants.js"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,mCAFU,SAAS,CAUhB;0BAjBuB,oCAAoC"}
@@ -0,0 +1,18 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { RADIX, RADIX_LOG, SORT_KEYS_PER_THREAD, SORT_TILE_SIZE, SORT_WORKGROUP_SIZE } from "./defs.js";
3
+
4
+ /**
5
+ * The sort's tile geometry from `defs.js`, as WGSL constants: one declaration for every chunk and
6
+ * shader of the sort that links it, rather than a copy in each.
7
+ *
8
+ * @type {CodeChunk}
9
+ */
10
+ export const chunk_sort_constants = CodeChunk.from(
11
+ //language=WGSL
12
+ `
13
+ const SORT_WORKGROUP_SIZE = ${SORT_WORKGROUP_SIZE}u;
14
+ const SORT_KEYS_PER_THREAD = ${SORT_KEYS_PER_THREAD}u;
15
+ const SORT_TILE_SIZE = ${SORT_TILE_SIZE}u;
16
+ const SORT_RADIX = ${RADIX}u;
17
+ const SORT_RADIX_LOG = ${RADIX_LOG}u;
18
+ `);