@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 +1,43 @@
1
+ /**
2
+ * The multi-scale mean estimator (MSME) of a stream of RGB samples: a long mean that blends slowly while the
3
+ * stream is steady and noisy, and catches up with a short mean once the two disagree by more than the stream's
4
+ * deviation explains. Barré-Brisebois et al., *Hybrid Rendering for Real-Time Ray Tracing*, Ray Tracing Gems
5
+ * (2019) ch. 25; Enshrouded's probes (Kolesik, GPC 2024) keep it a texel.
6
+ *
7
+ * ```wgsl
8
+ * fn multiscale_mean_seed(sample: vec3f) -> MultiscaleMean
9
+ * fn multiscale_mean_add(e: MultiscaleMean, sample: vec3f, short_blend: f32, variance_blend: f32, mean_blend_min: f32, clip: bool) -> MultiscaleMean
10
+ * ```
11
+ *
12
+ * `MultiscaleMean` is {@link MULTISCALE_MEAN_STRUCT}.
13
+ *
14
+ * - **Seed**: both means at the first sample, nothing of variance, no blend reduction, an inconsistency of one,
15
+ * as WickedEngine's surfels seed it.
16
+ * - **Clip**: a sample past `0.1 + short_mean + 8·deviation` a channel is held there, a firefly. The 0.1 is
17
+ * the reference's, in the radiance's own units. A caller whose variance does not yet rest on a window of
18
+ * samples passes `clip` false: there is no spread to clip to.
19
+ * - **Short mean**: blended by `short_blend`; the variance by `variance_blend`, the reference's half of it, so
20
+ * that its window outlasts the short mean's.
21
+ * - **Long mean**: blended by the catch-up, `smoothstep(relative · max(0.02, inconsistency − 0.2))` held to
22
+ * [1/256, 1], times the blend reduction, and at least `mean_blend_min`. `relative` is the luminance of the
23
+ * means' gap over the deviation; the inconsistency its smoothed history; the reduction the luminance of half
24
+ * the short mean over the deviation, held to [1/32, 1], a noisy stream's longer window. The inconsistency
25
+ * follows by `short_blend`, where the reference's 0.08 a sample stands at its default short blend of 0.08.
26
+ * - **The reduction follows by the reference's 0.1 a sample**, whatever the short blend. The catch-up takes the
27
+ * last sample's reduction, so following by a large short blend (rare samples) it would track each one: the
28
+ * long mean's weight would rise after the bright samples it is about to fall back from, and it settles low.
29
+ * Measured through the probe accumulate pass (2026-10-29, the emulator, samples of mean 1 and deviation 1,
30
+ * four streams averaged): 7, 18, 28 and 39% low at short blends of 0.55, 0.63, 0.78 and 0.9 that way; 2, 3,
31
+ * 7 and 15% at 0.1 a sample, with the same step response.
32
+ *
33
+ * Measured on a CPU model (2026-10-29, 200 runs averaged), against an exponential mean of the short blend, over
34
+ * samples that are 0 or twice the mean, a ray of two lit: at a short blend of 1/4 the long mean wanders 0.19 of
35
+ * the mean against 0.38, and reaches 90% of a tripling in 14 samples against 9; at 1/8, 0.077 against 0.25, in
36
+ * 88 against 18. An exponential mean as steady takes 35 and 197. Over a noiseless stream it takes a step about
37
+ * twice as slowly as the short blend, the clip holding the first samples past the step.
38
+ *
39
+ * @type {CodeChunk}
40
+ */
41
+ export const chunk_multiscale_mean: CodeChunk;
42
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
43
+ //# sourceMappingURL=chunk_multiscale_mean.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_multiscale_mean.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/filter/chunk_multiscale_mean.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAuCG;AACH,oCAFU,SAAS,CA4CZ;0BAtFmB,6BAA6B"}
@@ -0,0 +1,87 @@
1
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
2
+ import { chunk_rgb_to_luminance } from "../color/chunk_rgb_to_luminance.js";
3
+ import { MULTISCALE_MEAN_STRUCT } from "./MULTISCALE_MEAN_STRUCT.js";
4
+
5
+ /**
6
+ * The multi-scale mean estimator (MSME) of a stream of RGB samples: a long mean that blends slowly while the
7
+ * stream is steady and noisy, and catches up with a short mean once the two disagree by more than the stream's
8
+ * deviation explains. Barré-Brisebois et al., *Hybrid Rendering for Real-Time Ray Tracing*, Ray Tracing Gems
9
+ * (2019) ch. 25; Enshrouded's probes (Kolesik, GPC 2024) keep it a texel.
10
+ *
11
+ * ```wgsl
12
+ * fn multiscale_mean_seed(sample: vec3f) -> MultiscaleMean
13
+ * fn multiscale_mean_add(e: MultiscaleMean, sample: vec3f, short_blend: f32, variance_blend: f32, mean_blend_min: f32, clip: bool) -> MultiscaleMean
14
+ * ```
15
+ *
16
+ * `MultiscaleMean` is {@link MULTISCALE_MEAN_STRUCT}.
17
+ *
18
+ * - **Seed**: both means at the first sample, nothing of variance, no blend reduction, an inconsistency of one,
19
+ * as WickedEngine's surfels seed it.
20
+ * - **Clip**: a sample past `0.1 + short_mean + 8·deviation` a channel is held there, a firefly. The 0.1 is
21
+ * the reference's, in the radiance's own units. A caller whose variance does not yet rest on a window of
22
+ * samples passes `clip` false: there is no spread to clip to.
23
+ * - **Short mean**: blended by `short_blend`; the variance by `variance_blend`, the reference's half of it, so
24
+ * that its window outlasts the short mean's.
25
+ * - **Long mean**: blended by the catch-up, `smoothstep(relative · max(0.02, inconsistency − 0.2))` held to
26
+ * [1/256, 1], times the blend reduction, and at least `mean_blend_min`. `relative` is the luminance of the
27
+ * means' gap over the deviation; the inconsistency its smoothed history; the reduction the luminance of half
28
+ * the short mean over the deviation, held to [1/32, 1], a noisy stream's longer window. The inconsistency
29
+ * follows by `short_blend`, where the reference's 0.08 a sample stands at its default short blend of 0.08.
30
+ * - **The reduction follows by the reference's 0.1 a sample**, whatever the short blend. The catch-up takes the
31
+ * last sample's reduction, so following by a large short blend (rare samples) it would track each one: the
32
+ * long mean's weight would rise after the bright samples it is about to fall back from, and it settles low.
33
+ * Measured through the probe accumulate pass (2026-10-29, the emulator, samples of mean 1 and deviation 1,
34
+ * four streams averaged): 7, 18, 28 and 39% low at short blends of 0.55, 0.63, 0.78 and 0.9 that way; 2, 3,
35
+ * 7 and 15% at 0.1 a sample, with the same step response.
36
+ *
37
+ * Measured on a CPU model (2026-10-29, 200 runs averaged), against an exponential mean of the short blend, over
38
+ * samples that are 0 or twice the mean, a ray of two lit: at a short blend of 1/4 the long mean wanders 0.19 of
39
+ * the mean against 0.38, and reaches 90% of a tripling in 14 samples against 9; at 1/8, 0.077 against 0.25, in
40
+ * 88 against 18. An exponential mean as steady takes 35 and 197. Over a noiseless stream it takes a step about
41
+ * twice as slowly as the short blend, the clip holding the first samples past the step.
42
+ *
43
+ * @type {CodeChunk}
44
+ */
45
+ export const chunk_multiscale_mean = CodeChunk.from(
46
+ //language=WGSL
47
+ `
48
+ fn multiscale_mean_seed(sample: vec3f) -> ${MULTISCALE_MEAN_STRUCT.wgsl_ref} {
49
+ return ${MULTISCALE_MEAN_STRUCT.make({
50
+ mean: 'sample',
51
+ short_mean: 'sample',
52
+ variance: 'vec3f(0.0)',
53
+ reduction: '0.0',
54
+ inconsistency: '1.0',
55
+ })};
56
+ }
57
+
58
+ fn multiscale_mean_add(e: ${MULTISCALE_MEAN_STRUCT.wgsl_ref}, sample: vec3f, short_blend: f32, variance_blend: f32, mean_blend_min: f32, clip: bool) -> ${MULTISCALE_MEAN_STRUCT.wgsl_ref} {
59
+ var y = sample;
60
+
61
+ if (clip) {
62
+ y = min(y, 0.1 + e.short_mean + 8.0 * sqrt(max(vec3f(1e-5), e.variance)));
63
+ }
64
+
65
+ let delta = y - e.short_mean;
66
+ let short_mean = mix(e.short_mean, y, short_blend);
67
+ let variance = mix(e.variance, delta * (y - short_mean), variance_blend);
68
+ let deviation = sqrt(max(vec3f(1e-5), variance));
69
+
70
+ let relative = rgb_to_luminance(abs(e.mean - short_mean) / deviation);
71
+ let inconsistency = mix(e.inconsistency, relative, short_blend);
72
+ let reduction = clamp(rgb_to_luminance(0.5 * short_mean / deviation), 1.0 / 32.0, 1.0);
73
+
74
+ let catch_up = clamp(smoothstep(0.0, 1.0, relative * max(0.02, inconsistency - 0.2)), 1.0 / 256.0, 1.0) * e.reduction;
75
+
76
+ return ${MULTISCALE_MEAN_STRUCT.make({
77
+ mean: 'mix(e.mean, y, max(saturate(catch_up), mean_blend_min))',
78
+ short_mean: 'short_mean',
79
+ variance: 'variance',
80
+ reduction: 'mix(e.reduction, reduction, 0.1)',
81
+ inconsistency: 'inconsistency',
82
+ })};
83
+ }
84
+ `, [
85
+ chunk_rgb_to_luminance,
86
+ MULTISCALE_MEAN_STRUCT.declaration_chunk,
87
+ ]);
@@ -1,12 +1,6 @@
1
1
  /**
2
- * The AABB of one triangle of a meshlet, from positions alone.
3
- *
4
- * {@link chunk_read_meshlet_triangle_vertices} answers the same addressing question and then decodes
5
- * every attribute a shaded hit needs — normal, tangent, two UV sets, colour. A bounds pass wants
6
- * none of that, and runs over every triangle of a deformed mesh every frame, so it reads the three
7
- * positions and stops. The index addressing, the attribute-section offset and the vertex clamp are
8
- * the shared chunks either way, which is where a disagreement between the two would actually hurt:
9
- * bounds that do not contain the triangle the ray query goes on to intersect.
2
+ * The AABB of one triangle of a meshlet, from positions alone ({@link chunk_read_meshlet_triangle_positions}): a
3
+ * bounds pass runs over every triangle of a deformed mesh every frame, and decodes no other attribute.
10
4
  *
11
5
  * @type {CodeChunk}
12
6
  */
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_read_meshlet_triangle_bounds.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/meshlet/chunk_read_meshlet_triangle_bounds.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;GAWG;AACH,iDAFU,SAAS,CAkChB;0BAjDuB,gCAAgC"}
1
+ {"version":3,"file":"chunk_read_meshlet_triangle_bounds.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/meshlet/chunk_read_meshlet_triangle_bounds.js"],"names":[],"mappings":"AAIA;;;;;GAKG;AACH,iDAFU,SAAS,CAgBhB;0BAvBuB,gCAAgC"}
@@ -1,52 +1,25 @@
1
- import { AABB3_STRUCT } from "../aabb3/AABB3_STRUCT.js";
2
- import { MESHLET_METADATA_STRUCT } from "../../../../geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
3
- import { CodeChunk } from "../../../compiler/CodeChunk.js";
4
- import { chunk_meshlet_compute_attribute_section_offset } from "./chunk_meshlet_compute_attribute_section_offset.js";
5
- import { chunk_read_meshlet_attribute_vec3f } from "./chunk_read_meshlet_attribute_vec3f.js";
6
- import { chunk_read_meshlet_resolved_index } from "./chunk_read_meshlet_resolved_index.js";
7
-
8
- /**
9
- * The AABB of one triangle of a meshlet, from positions alone.
10
- *
11
- * {@link chunk_read_meshlet_triangle_vertices} answers the same addressing question and then decodes
12
- * every attribute a shaded hit needs — normal, tangent, two UV sets, colour. A bounds pass wants
13
- * none of that, and runs over every triangle of a deformed mesh every frame, so it reads the three
14
- * positions and stops. The index addressing, the attribute-section offset and the vertex clamp are
15
- * the shared chunks either way, which is where a disagreement between the two would actually hurt:
16
- * bounds that do not contain the triangle the ray query goes on to intersect.
17
- *
18
- * @type {CodeChunk}
19
- */
20
- export const chunk_read_meshlet_triangle_bounds = CodeChunk.from(
21
- //language=WGSL
22
- `
23
- fn read_meshlet_triangle_bounds(
24
- meshlet_id: u32,
25
- triangle_id: u32
26
- ) -> ${AABB3_STRUCT.wgsl_ref} {
27
- let header = meshlet_metadata[meshlet_id];
28
-
29
- let attribute_offset = meshlet_compute_attribute_section_offset(header);
30
-
31
- let index_offset = triangle_id * 3u;
32
-
33
- // position is the first attribute of the section, three floats per vertex
34
- let a = read_meshlet_attribute_vec3f(
35
- attribute_offset + min(read_meshlet_resolved_index(header, index_offset), header.vertex_count - 1u) * 3u
36
- );
37
- let b = read_meshlet_attribute_vec3f(
38
- attribute_offset + min(read_meshlet_resolved_index(header, index_offset + 1u), header.vertex_count - 1u) * 3u
39
- );
40
- let c = read_meshlet_attribute_vec3f(
41
- attribute_offset + min(read_meshlet_resolved_index(header, index_offset + 2u), header.vertex_count - 1u) * 3u
42
- );
43
-
44
- return ${AABB3_STRUCT.wgsl_ref}(min(min(a, b), c), max(max(a, b), c));
45
- }
46
- `, [
47
- AABB3_STRUCT.declaration_chunk,
48
- MESHLET_METADATA_STRUCT.declaration_chunk,
49
- chunk_meshlet_compute_attribute_section_offset,
50
- chunk_read_meshlet_attribute_vec3f,
51
- chunk_read_meshlet_resolved_index,
52
- ]);
1
+ import { AABB3_STRUCT } from "../aabb3/AABB3_STRUCT.js";
2
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
3
+ import { chunk_read_meshlet_triangle_positions } from "./chunk_read_meshlet_triangle_positions.js";
4
+
5
+ /**
6
+ * The AABB of one triangle of a meshlet, from positions alone ({@link chunk_read_meshlet_triangle_positions}): a
7
+ * bounds pass runs over every triangle of a deformed mesh every frame, and decodes no other attribute.
8
+ *
9
+ * @type {CodeChunk}
10
+ */
11
+ export const chunk_read_meshlet_triangle_bounds = CodeChunk.from(
12
+ //language=WGSL
13
+ `
14
+ fn read_meshlet_triangle_bounds(
15
+ meshlet_id: u32,
16
+ triangle_id: u32
17
+ ) -> ${AABB3_STRUCT.wgsl_ref} {
18
+ let t = read_meshlet_triangle_positions(meshlet_id, triangle_id);
19
+
20
+ return ${AABB3_STRUCT.wgsl_ref}(min(min(t.a, t.b), t.c), max(max(t.a, t.b), t.c));
21
+ }
22
+ `, [
23
+ AABB3_STRUCT.declaration_chunk,
24
+ chunk_read_meshlet_triangle_positions,
25
+ ]);
@@ -0,0 +1,15 @@
1
+ /**
2
+ * The three positions of one triangle of a meshlet, and nothing else.
3
+ *
4
+ * {@link chunk_read_meshlet_triangle_vertices} answers the same addressing question and then decodes
5
+ * every attribute a shaded hit needs — normal, tangent, two UV sets, colour. A pass that wants the
6
+ * shape alone (a triangle's bounds, its distance from a point) reads the three positions and stops.
7
+ * The index addressing, the attribute-section offset and the vertex clamp are the shared chunks either
8
+ * way, which is where a disagreement between the two would actually hurt: a shape that is not the
9
+ * triangle a ray query goes on to intersect.
10
+ *
11
+ * @type {CodeChunk}
12
+ */
13
+ export const chunk_read_meshlet_triangle_positions: CodeChunk;
14
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
15
+ //# sourceMappingURL=chunk_read_meshlet_triangle_positions.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_read_meshlet_triangle_positions.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/meshlet/chunk_read_meshlet_triangle_positions.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;GAWG;AACH,oDAFU,SAAS,CAkChB;0BAlDuB,gCAAgC"}
@@ -0,0 +1,52 @@
1
+ import { MESHLET_METADATA_STRUCT } from "../../../../geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
2
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
3
+ import { TRIANGLE_POSITIONS_STRUCT } from "../triangle/TRIANGLE_POSITIONS_STRUCT.js";
4
+ import { chunk_meshlet_compute_attribute_section_offset } from "./chunk_meshlet_compute_attribute_section_offset.js";
5
+ import { chunk_read_meshlet_attribute_vec3f } from "./chunk_read_meshlet_attribute_vec3f.js";
6
+ import { chunk_read_meshlet_resolved_index } from "./chunk_read_meshlet_resolved_index.js";
7
+
8
+ /**
9
+ * The three positions of one triangle of a meshlet, and nothing else.
10
+ *
11
+ * {@link chunk_read_meshlet_triangle_vertices} answers the same addressing question and then decodes
12
+ * every attribute a shaded hit needs — normal, tangent, two UV sets, colour. A pass that wants the
13
+ * shape alone (a triangle's bounds, its distance from a point) reads the three positions and stops.
14
+ * The index addressing, the attribute-section offset and the vertex clamp are the shared chunks either
15
+ * way, which is where a disagreement between the two would actually hurt: a shape that is not the
16
+ * triangle a ray query goes on to intersect.
17
+ *
18
+ * @type {CodeChunk}
19
+ */
20
+ export const chunk_read_meshlet_triangle_positions = CodeChunk.from(
21
+ //language=WGSL
22
+ `
23
+ fn read_meshlet_triangle_positions(
24
+ meshlet_id: u32,
25
+ triangle_id: u32
26
+ ) -> ${TRIANGLE_POSITIONS_STRUCT.wgsl_ref} {
27
+ let header = meshlet_metadata[meshlet_id];
28
+
29
+ let attribute_offset = meshlet_compute_attribute_section_offset(header);
30
+
31
+ let index_offset = triangle_id * 3u;
32
+
33
+ // position is the first attribute of the section, three floats per vertex
34
+ return ${TRIANGLE_POSITIONS_STRUCT.wgsl_ref}(
35
+ read_meshlet_attribute_vec3f(
36
+ attribute_offset + min(read_meshlet_resolved_index(header, index_offset), header.vertex_count - 1u) * 3u
37
+ ),
38
+ read_meshlet_attribute_vec3f(
39
+ attribute_offset + min(read_meshlet_resolved_index(header, index_offset + 1u), header.vertex_count - 1u) * 3u
40
+ ),
41
+ read_meshlet_attribute_vec3f(
42
+ attribute_offset + min(read_meshlet_resolved_index(header, index_offset + 2u), header.vertex_count - 1u) * 3u
43
+ ),
44
+ );
45
+ }
46
+ `, [
47
+ TRIANGLE_POSITIONS_STRUCT.declaration_chunk,
48
+ MESHLET_METADATA_STRUCT.declaration_chunk,
49
+ chunk_meshlet_compute_attribute_section_offset,
50
+ chunk_read_meshlet_attribute_vec3f,
51
+ chunk_read_meshlet_resolved_index,
52
+ ]);
@@ -0,0 +1,7 @@
1
+ /**
2
+ * A triangle's three corners, positions alone.
3
+ * @type {WebGPUStruct}
4
+ */
5
+ export const TRIANGLE_POSITIONS_STRUCT: WebGPUStruct;
6
+ import { WebGPUStruct } from "../../../type/WebGPUStruct.js";
7
+ //# sourceMappingURL=TRIANGLE_POSITIONS_STRUCT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TRIANGLE_POSITIONS_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/triangle/TRIANGLE_POSITIONS_STRUCT.js"],"names":[],"mappings":"AAGA;;;GAGG;AACH,wCAFU,YAAY,CAME;6BAVK,+BAA+B"}
@@ -0,0 +1,12 @@
1
+ import { vec3f } from "../../../type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUStruct } from "../../../type/WebGPUStruct.js";
3
+
4
+ /**
5
+ * A triangle's three corners, positions alone.
6
+ * @type {WebGPUStruct}
7
+ */
8
+ export const TRIANGLE_POSITIONS_STRUCT = WebGPUStruct.from({
9
+ a: vec3f,
10
+ b: vec3f,
11
+ c: vec3f,
12
+ }, 'TrianglePositions');
@@ -0,0 +1,22 @@
1
+ /**
2
+ * `index_to_grid2d` without an integer division or remainder: the row from the index times the width's
3
+ * reciprocal, put right by the remainder where it is one off.
4
+ *
5
+ * ```wgsl
6
+ * fn index_to_grid2d_reciprocal(index: u32, width: u32, reciprocal: f32) -> vec2<u32>
7
+ * ```
8
+ *
9
+ * `reciprocal` is 1/width rounded to f32, as `Math.fround(1 / width)` makes it on the host. The product is then
10
+ * the same on every device, since WGSL rounds an f32 multiplication correctly, and within one of the row for every
11
+ * index below 2^24. It is one under at exact multiples where the reciprocal rounds down (41 in a row of 41) and
12
+ * one over near the top of the range (12,583,937 in a row of 3), and the remainder's sign and size say which.
13
+ *
14
+ * Integer division and remainder by a value the compiler cannot see are emulated on AMD's RDNA2, about 12 times
15
+ * a float operation (measured 2026-10-17). The probe clipmap's pick addresses a depth tile a corner this way: 7%
16
+ * off the pass on the RDNA2 iGPU and 5.6% on an RTX 4090, the image the same to the bit.
17
+ *
18
+ * @type {CodeChunk}
19
+ */
20
+ export const chunk_index_to_grid2d_reciprocal: CodeChunk;
21
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
22
+ //# sourceMappingURL=chunk_index_to_grid2d_reciprocal.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_index_to_grid2d_reciprocal.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/grid/chunk_index_to_grid2d_reciprocal.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;GAkBG;AACH,+CAFU,SAAS,CAiBhB;0BApCuB,6BAA6B"}
@@ -0,0 +1,37 @@
1
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * `index_to_grid2d` without an integer division or remainder: the row from the index times the width's
5
+ * reciprocal, put right by the remainder where it is one off.
6
+ *
7
+ * ```wgsl
8
+ * fn index_to_grid2d_reciprocal(index: u32, width: u32, reciprocal: f32) -> vec2<u32>
9
+ * ```
10
+ *
11
+ * `reciprocal` is 1/width rounded to f32, as `Math.fround(1 / width)` makes it on the host. The product is then
12
+ * the same on every device, since WGSL rounds an f32 multiplication correctly, and within one of the row for every
13
+ * index below 2^24. It is one under at exact multiples where the reciprocal rounds down (41 in a row of 41) and
14
+ * one over near the top of the range (12,583,937 in a row of 3), and the remainder's sign and size say which.
15
+ *
16
+ * Integer division and remainder by a value the compiler cannot see are emulated on AMD's RDNA2, about 12 times
17
+ * a float operation (measured 2026-10-17). The probe clipmap's pick addresses a depth tile a corner this way: 7%
18
+ * off the pass on the RDNA2 iGPU and 5.6% on an RTX 4090, the image the same to the bit.
19
+ *
20
+ * @type {CodeChunk}
21
+ */
22
+ export const chunk_index_to_grid2d_reciprocal = CodeChunk.from(
23
+ //language=WGSL
24
+ `
25
+ fn index_to_grid2d_reciprocal(index: u32, width: u32, reciprocal: f32) -> vec2<u32> {
26
+ let estimate = u32(f32(index) * reciprocal);
27
+ let rest = i32(index) - i32(estimate * width);
28
+
29
+ let under = rest >= i32(width);
30
+ let over = rest < 0;
31
+
32
+ let x = rest - select(0, i32(width), under) + select(0, i32(width), over);
33
+ let y = estimate + select(0u, 1u, under) - select(0u, 1u, over);
34
+
35
+ return vec2<u32>(u32(x), y);
36
+ }
37
+ `);
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_lpv_mask_weights_by_visibility.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/shade/renderer/shader/chunk/light/lpv/depth/chunk_lpv_mask_weights_by_visibility.js"],"names":[],"mappings":"AAOA,6DAqGO;AAKP,sEA+EO;0BA7LmB,mCAAmC"}
1
+ {"version":3,"file":"chunk_lpv_mask_weights_by_visibility.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/shade/renderer/shader/chunk/light/lpv/depth/chunk_lpv_mask_weights_by_visibility.js"],"names":[],"mappings":"AAQA,6DAkEO;AAKP,sEA+EO;0BA3JmB,mCAAmC"}
@@ -2,6 +2,7 @@ import {
2
2
  chunk_lpv_get_visibility_mask
3
3
  } from "../../../../../global_illumination/lpv/deprecated/chunk_lpv_get_visibility_mask.js";
4
4
  import { CodeChunk } from "../../../../compiler/CodeChunk.js";
5
+ import { chunk_probe_visibility_weight } from "../../probe/chunk_probe_visibility_weight.js";
5
6
  import { chunk_lpv_mesh_get_vertices } from "../chunk_lpv_mesh_get_vertices.js";
6
7
  import { LPV_PROBES_RESOURCE } from "../../../../../global_illumination/probe/octahedral/LPV_SHADER_RESOURCE_GROUP.js";
7
8
 
@@ -23,70 +24,34 @@ fn lpv_mask_weights_by_visibility(
23
24
 
24
25
  for (var i = 0u; i < 4u; i++) {
25
26
 
26
- var weight = 1.0;
27
-
28
27
  let probe_index = vertices[i];
29
28
 
30
29
  let probe = lpv_probes[probe_index];
31
-
32
- let probe_position = lpv_probe_get_position(probe_index);
33
-
34
- // Smooth backface test
35
- {
36
-
37
- // Computed without the biasing applied to the "dir" variable.
38
- // This test can cause reflection-map looking errors in the image
39
- // (stuff looks shiny) if the transition is poor.
40
- let direction_to_probe = normalize(probe_position - position);
41
-
42
- // The naive soft backface weight would ignore a probe when
43
- // it is behind the surface. That's good for walls. But for small details inside of a
44
- // room, the normals on the details might rule out all of the probes that have mutual
45
- // visibility to the point. So, we instead use a "wrap shading" test below inspired by
46
- // NPR work.
47
- // let backface_term = max(0.0001, dot(direction_to_probe, normal));
48
-
49
- // The small offset at the end reduces the "going to zero" impact
50
- // where this is really close to exactly opposite
51
- let backface_term = max(0.0001, (dot(direction_to_probe, normal) + 1.0) * 0.5);
52
- weight *= backface_term * backface_term + 0.2;
53
-
54
- }
55
-
56
- // Moment visibility test (depth)
57
- {
58
- // Bias the position at which visibility is computed; this
59
- // avoids performing a shadow test *at* a surface, which is a
60
- // dangerous location because that is exactly the line between
61
- // shadowed and unshadowed. If the normal bias is too small,
62
- // there will be light and dark leaks. If it is too large,
63
- // then samples can pass through thin occluders to the other
64
- // side (this can only happen if there are MULTIPLE occluders
65
- // near each other, a wall surface won't pass through itself.)
66
-
67
- // see "Scaling Probe-Based Real-Time Dynamic Global Illumunation for Production" by Zander Majercik et al
68
- const TUNABLE_BIAS = 0.05;
69
- let bias_scale = max(probe.distance_max * TUNABLE_BIAS, 1e-7);
70
- let bias_vector = mix(normal, view_direction, 0.2) * bias_scale;
71
-
72
- let lookup_position = position + bias_vector;
73
-
74
- weight *= lpv_get_visibility_mask(lookup_position, probe_index);
75
-
76
- }
77
-
78
- // Avoid zero weight
79
- weight = max(1e-6, weight);
80
30
 
31
+ let probe_position = lpv_probe_get_position(probe_index);
81
32
 
82
- // A tiny bit of light is really visible due to log perception, so
83
- // crush tiny weights but keep the curve continuous. This must be done
84
- // before the trilinear weights, because those should be preserved.
85
- const crushThreshold = 0.2;
86
-
87
- if (weight < crushThreshold) {
88
- weight *= weight * weight * (1.0 / (crushThreshold * crushThreshold));
89
- }
33
+ // Bias the position at which visibility is computed; this
34
+ // avoids performing a shadow test *at* a surface, which is a
35
+ // dangerous location because that is exactly the line between
36
+ // shadowed and unshadowed. If the normal bias is too small,
37
+ // there will be light and dark leaks. If it is too large,
38
+ // then samples can pass through thin occluders to the other
39
+ // side (this can only happen if there are MULTIPLE occluders
40
+ // near each other, a wall surface won't pass through itself.)
41
+
42
+ // see "Scaling Probe-Based Real-Time Dynamic Global Illumunation for Production" by Zander Majercik et al
43
+ const TUNABLE_BIAS = 0.05;
44
+ let bias_scale = max(probe.distance_max * TUNABLE_BIAS, 1e-7);
45
+ let bias_vector = mix(normal, view_direction, 0.2) * bias_scale;
46
+
47
+ let lookup_position = position + bias_vector;
48
+
49
+ // the back-face term from the point itself, without the bias; the trilinear weight after the crush
50
+ var weight = probe_visibility_weight(
51
+ normalize(probe_position - position),
52
+ normal,
53
+ lpv_get_visibility_mask(lookup_position, probe_index),
54
+ );
90
55
 
91
56
  weight *= barycentric[i];
92
57
 
@@ -105,7 +70,8 @@ fn lpv_mask_weights_by_visibility(
105
70
  }
106
71
  `, [
107
72
  chunk_lpv_mesh_get_vertices,
108
- chunk_lpv_get_visibility_mask
73
+ chunk_lpv_get_visibility_mask,
74
+ chunk_probe_visibility_weight,
109
75
  ]);
110
76
 
111
77
  chunk_lpv_mask_weights_by_visibility.requireResource(LPV_PROBES_RESOURCE);
@@ -0,0 +1,23 @@
1
+ /**
2
+ * How much a probe's light reaches a receiving point, past the trilinear weight: the visibility terms
3
+ * of DDGI 2021 (Majercik et al., "Scaling Probe-Based Real-Time Dynamic Global Illumination for
4
+ * Production"), as LPV weighs its probes and the probe clipmap's pick weighs its corners.
5
+ *
6
+ * ```wgsl
7
+ * fn probe_visibility_chebyshev(moments: vec2<f32>, distance: f32) -> f32
8
+ * fn probe_visibility_weight(direction_to_probe: vec3<f32>, normal: vec3<f32>, visibility: f32) -> f32
9
+ * ```
10
+ *
11
+ * - `probe_visibility_chebyshev`: the chance the point is not occluded from the probe, by Chebyshev's
12
+ * inequality over the probe's depth moments (mean, mean of squares) toward it, the distance in the
13
+ * moments' own units; 1 nearer than the mean. The variance is held off zero.
14
+ * - `probe_visibility_weight`: a smooth back-face term, a "wrap shading" ((n·d + 1)/2)² + 0.2 that keeps
15
+ * probes behind small details in play, times the visibility; then held off zero, and crushed below
16
+ * 0.2 along a continuous cubic, since a little light reads as more than it is. The trilinear weight
17
+ * is the caller's, after the crush.
18
+ *
19
+ * @type {CodeChunk}
20
+ */
21
+ export const chunk_probe_visibility_weight: CodeChunk;
22
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
23
+ //# sourceMappingURL=chunk_probe_visibility_weight.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_probe_visibility_weight.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/probe/chunk_probe_visibility_weight.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;GAmBG;AACH,4CAFU,SAAS,CAiChB;0BArDuB,gCAAgC"}
@@ -0,0 +1,54 @@
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * How much a probe's light reaches a receiving point, past the trilinear weight: the visibility terms
5
+ * of DDGI 2021 (Majercik et al., "Scaling Probe-Based Real-Time Dynamic Global Illumination for
6
+ * Production"), as LPV weighs its probes and the probe clipmap's pick weighs its corners.
7
+ *
8
+ * ```wgsl
9
+ * fn probe_visibility_chebyshev(moments: vec2<f32>, distance: f32) -> f32
10
+ * fn probe_visibility_weight(direction_to_probe: vec3<f32>, normal: vec3<f32>, visibility: f32) -> f32
11
+ * ```
12
+ *
13
+ * - `probe_visibility_chebyshev`: the chance the point is not occluded from the probe, by Chebyshev's
14
+ * inequality over the probe's depth moments (mean, mean of squares) toward it, the distance in the
15
+ * moments' own units; 1 nearer than the mean. The variance is held off zero.
16
+ * - `probe_visibility_weight`: a smooth back-face term, a "wrap shading" ((n·d + 1)/2)² + 0.2 that keeps
17
+ * probes behind small details in play, times the visibility; then held off zero, and crushed below
18
+ * 0.2 along a continuous cubic, since a little light reads as more than it is. The trilinear weight
19
+ * is the caller's, after the crush.
20
+ *
21
+ * @type {CodeChunk}
22
+ */
23
+ export const chunk_probe_visibility_weight = CodeChunk.from(
24
+ //language=WGSL
25
+ `
26
+ fn probe_visibility_chebyshev(moments: vec2<f32>, distance: f32) -> f32 {
27
+ // http://www.punkuser.net/vsm/vsm_paper.pdf, equation 5
28
+ let variance = max(1e-6, abs(moments.y - moments.x * moments.x));
29
+ let d = distance - moments.x;
30
+
31
+ if (d <= 0.0) {
32
+ return 1.0;
33
+ }
34
+
35
+ return variance / (variance + d * d);
36
+ }
37
+
38
+ fn probe_visibility_weight(direction_to_probe: vec3<f32>, normal: vec3<f32>, visibility: f32) -> f32 {
39
+ // the small offset keeps a probe exactly behind the surface from going to zero
40
+ let backface = max(0.0001, (dot(direction_to_probe, normal) + 1.0) * 0.5);
41
+
42
+ var weight = (backface * backface + 0.2) * visibility;
43
+
44
+ weight = max(1e-6, weight);
45
+
46
+ const CRUSH = 0.2;
47
+
48
+ if (weight < CRUSH) {
49
+ weight *= weight * weight * (1.0 / (CRUSH * CRUSH));
50
+ }
51
+
52
+ return weight;
53
+ }
54
+ `);
@@ -0,0 +1,25 @@
1
+ /**
2
+ * Each component onto a value a half float holds exactly: the half above it with the probability of how far
3
+ * past the half below it the component lies, else the half below. Stochastic rounding.
4
+ *
5
+ * ```wgsl
6
+ * fn f16_round_stochastic(v: vec4<f32>, u: vec4<f32>) -> vec4<f32>
7
+ * ```
8
+ *
9
+ * `u` is uniform noise in [0, 1), a component each. A component a half holds is kept whatever its noise, and
10
+ * the result is `v` in expectation.
11
+ *
12
+ * Stored through halves, a blend `mix(history, x, α)` then moves in expectation however small its step. Rounded,
13
+ * it stops short of `x` by up to a ULP/α: half of that rounded to nearest, a whole one rounded toward zero, and
14
+ * one-sided. WGSL leaves rounding an f32 to a half to the implementation. An RTX 4090 and an RDNA2 iGPU were
15
+ * measured to round toward zero on every path: `pack2x16float`, `textureStore` and a render target's write. The
16
+ * result here is a half already, which any store keeps exactly. UE 5.4's TSR stores its history through
17
+ * `QuantizeForFloatRenderTarget` for the same reason.
18
+ *
19
+ * Within the half's finite range: past 65504 the half above is not finite.
20
+ *
21
+ * @type {CodeChunk}
22
+ */
23
+ export const chunk_f16_round_stochastic: CodeChunk;
24
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
25
+ //# sourceMappingURL=chunk_f16_round_stochastic.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_f16_round_stochastic.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/math/chunk_f16_round_stochastic.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,yCAFU,SAAS,CAoBhB;0BA1CuB,6BAA6B"}