@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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@@ -1,484 +1,498 @@
1
- import { assert } from "../../../../core/assert.js";
2
- import { fluid_cascade_ruler } from "../../fluid/fluid_cascade_ruler.js";
3
- import { INDIRECT_LIGHTING } from "../../INDIRECT_LIGHTING.js";
4
- import { graph_build_world_light_clusters } from "../../light/world_cluster/graph_build_world_light_clusters.js";
5
- import { CLIPMAP_LEVEL_STRUCT } from "../../shader/chunk/clipmap/CLIPMAP_LEVEL_STRUCT.js";
6
- import { ShaderSwitchSet } from "../../shader/compiler/ShaderSwitchSet.js";
7
- import { graph_import_buffer } from "../../shader/graph/graph_import_buffer.js";
8
- import { graph_import_texture } from "../../shader/graph/graph_import_texture.js";
9
- import { encoder_prepare_shader_bindings_defaults } from "../../shader/resource/encoder_prepare_shader_bindings_defaults.js";
10
- import { SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR } from "../../shadow/map/SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR.js";
11
- import { GPUTileAtlas3D } from "../../texture/atlas/GPUTileAtlas3D.js";
12
- import { DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR } from "../../texture/DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR.js";
13
- import {
14
- IRRADIANCE_CLIPMAP_CASCADE_LIMIT,
15
- IRRADIANCE_CLIPMAP_DEFAULT_BLEND_SKIRT,
16
- IRRADIANCE_CLIPMAP_DEFAULT_CASCADE_COUNT,
17
- IRRADIANCE_CLIPMAP_DEFAULT_CELL_SIZE,
18
- IRRADIANCE_CLIPMAP_DEFAULT_RESOLUTION,
19
- IRRADIANCE_CLIPMAP_TILE_BORDER,
20
- IRRADIANCE_CLIPMAP_TILE_FORMAT,
21
- } from "./IRRADIANCE_CLIPMAP.js";
22
- import {
23
- IRRADIANCE_CASCADE_STRUCT,
24
- IRRADIANCE_CLIPMAP_STRUCT,
25
- } from "./IRRADIANCE_CLIPMAP_STRUCT.js";
26
- import { IrradianceCascadePlacement } from "./IrradianceCascadePlacement.js";
27
- import {
28
- IRRADIANCE_CLIPMAP_BUILD_STRUCT,
29
- shader_irradiance_clipmap_build,
30
- } from "./shader_irradiance_clipmap_build.js";
31
-
32
- // Word offsets in IRRADIANCE_CLIPMAP_STRUCT
33
- const LEVELS = IRRADIANCE_CLIPMAP_STRUCT.get("levels").offset >>> 2;
34
- const LEVEL_STRIDE = CLIPMAP_LEVEL_STRUCT.aligned_size >>> 2;
35
- const LEVEL_CORNER = CLIPMAP_LEVEL_STRUCT.get("corner").offset >>> 2;
36
- const LEVEL_CELL_SIZE = CLIPMAP_LEVEL_STRUCT.get("cell_size").offset >>> 2;
37
- const LEVEL_SIZE = CLIPMAP_LEVEL_STRUCT.get("size").offset >>> 2;
38
- const CASCADES = IRRADIANCE_CLIPMAP_STRUCT.get("cascades").offset >>> 2;
39
- const CASCADE_STRIDE = IRRADIANCE_CASCADE_STRUCT.aligned_size >>> 2;
40
- const CASCADE_CONTENT_ORIGIN = IRRADIANCE_CASCADE_STRUCT.get("content_origin").offset >>> 2;
41
- const INVERSE_ATLAS_SIZE = IRRADIANCE_CLIPMAP_STRUCT.get("inverse_atlas_size").offset >>> 2;
42
- const CASCADE_COUNT = IRRADIANCE_CLIPMAP_STRUCT.get("cascade_count").offset >>> 2;
43
- const ANCHOR = IRRADIANCE_CLIPMAP_STRUCT.get("anchor").offset >>> 2;
44
- const BLEND_SKIRT = IRRADIANCE_CLIPMAP_STRUCT.get("blend_skirt").offset >>> 2;
45
-
46
- /**
47
- * World-space irradiance clipmap (`GPUIrradianceClipmap`):
48
- *
49
- * Replaces the camera-frustum froxel irradiance volume with nested world-space clipmap cascades
50
- * stored in a multi-texture {@link GPUTileAtlas3D} (`Y` in texture 0, `CoCg` in texture 1).
51
- *
52
- * - **Defaults (Decision 6.3):** 6 cascades (`c = 0..5`) of `32 × 32 × 32` content cells (plus a
53
- * 1-texel trilinear skirt -> `34³` texels per tile), with finest voxel size `h0 = 0.25 m`
54
- * (covering `8 m, 16 m, 32 m, 64 m, 128 m, 256 m`).
55
- * - **Amortized Updates & Warp Detection (Decision 3.2):** Cascade `0` and the dyadic ruler cascade
56
- * `fluid_cascade_ruler(tick, count)` update every frame. In addition, whenever a cascade's window
57
- * shifts by 1 voxel (`placement.moved(c)`), an immediate update is forced on that cascade so the
58
- * linear atlas tile never holds stale pre-shift texels.
59
- */
60
- export class GPUIrradianceClipmap {
61
- /** @type {GPUDevice} */
62
- #device;
63
-
64
- /** @type {GPUTileAtlas3D} */
65
- #atlas;
66
-
67
- /** @type {IrradianceCascadePlacement} */
68
- #placement;
69
-
70
- /** @type {GPUBuffer} */
71
- #uniform;
72
-
73
- /** @type {ArrayBuffer} */
74
- #bytes = new ArrayBuffer(IRRADIANCE_CLIPMAP_STRUCT.size);
75
- #f32 = new Float32Array(this.#bytes);
76
- #i32 = new Int32Array(this.#bytes);
77
- #u32 = new Uint32Array(this.#bytes);
78
-
79
- /** @type {Uint32Array} */
80
- #slots = new Uint32Array(IRRADIANCE_CLIPMAP_CASCADE_LIMIT);
81
-
82
- /** @type {Uint8Array} */
83
- #dirty = new Uint8Array(IRRADIANCE_CLIPMAP_CASCADE_LIMIT);
84
-
85
- /** @type {Object[]} */
86
- #build_records = [];
87
-
88
- /** @type {number[]} */
89
- #origin = [0, 0, 0];
90
-
91
- /** @type {number} */
92
- #tick = 0;
93
-
94
- /** @type {number} */
95
- #blend_skirt;
96
-
97
- /** @type {number} */
98
- #last_indirect_mode = -1;
99
-
100
- /** @type {boolean} */
101
- #destroyed = false;
102
-
103
- /**
104
- * @param {GPUDevice} device
105
- * @param {Object} [options]
106
- * @param {number} [options.cascade_count=IRRADIANCE_CLIPMAP_DEFAULT_CASCADE_COUNT]
107
- * @param {number|ArrayLike<number>} [options.resolution=IRRADIANCE_CLIPMAP_DEFAULT_RESOLUTION]
108
- * @param {number} [options.cell_size=IRRADIANCE_CLIPMAP_DEFAULT_CELL_SIZE]
109
- * @param {number} [options.blend_skirt=IRRADIANCE_CLIPMAP_DEFAULT_BLEND_SKIRT]
110
- */
111
- constructor(device, {
112
- cascade_count = IRRADIANCE_CLIPMAP_DEFAULT_CASCADE_COUNT,
113
- resolution = IRRADIANCE_CLIPMAP_DEFAULT_RESOLUTION,
114
- cell_size = IRRADIANCE_CLIPMAP_DEFAULT_CELL_SIZE,
115
- blend_skirt = IRRADIANCE_CLIPMAP_DEFAULT_BLEND_SKIRT,
116
- } = {}) {
117
- assert.defined(device, "device");
118
- assert.isPositiveInteger(cascade_count, "cascade_count");
119
- assert.lessThanOrEqual(cascade_count, IRRADIANCE_CLIPMAP_CASCADE_LIMIT, "cascade_count");
120
- assert.isNumber(blend_skirt, "blend_skirt");
121
- assert.greaterThan(blend_skirt, 0, "blend_skirt");
122
-
123
- const res = typeof resolution === "number"
124
- ? [resolution, resolution, resolution]
125
- : [resolution[0], resolution[1], resolution[2]];
126
-
127
- this.#device = device;
128
- this.#blend_skirt = blend_skirt;
129
- this.#placement = new IrradianceCascadePlacement({
130
- cascade_count,
131
- resolution: res,
132
- cell_size,
133
- });
134
-
135
- const tile_z = res[2] + 2 * IRRADIANCE_CLIPMAP_TILE_BORDER;
136
-
137
- this.#atlas = new GPUTileAtlas3D({
138
- device,
139
- formats: [IRRADIANCE_CLIPMAP_TILE_FORMAT, IRRADIANCE_CLIPMAP_TILE_FORMAT],
140
- content_size: res,
141
- border: IRRADIANCE_CLIPMAP_TILE_BORDER,
142
- slots_x: 1,
143
- slots_y: 1,
144
- capacity: Math.max(1, Math.min(cascade_count, Math.floor(device.limits.maxTextureDimension3D / tile_z))),
145
- usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.STORAGE_BINDING,
146
- label: "GPUIrradianceClipmap/atlas",
147
- });
148
-
149
- for (let c = 0; c < cascade_count; c++) {
150
- this.#slots[c] = this.#atlas.allocate();
151
- this.#dirty[c] = 1;
152
- this.#build_records.push({
153
- tile_origin: [0, 0, 0],
154
- cascade_index: c,
155
- corner: [0, 0, 0],
156
- cell_size: this.#placement.cell_size(c),
157
- tile_size: [
158
- this.#atlas.tile_size[0],
159
- this.#atlas.tile_size[1],
160
- this.#atlas.tile_size[2],
161
- ],
162
- border: IRRADIANCE_CLIPMAP_TILE_BORDER,
163
- });
164
- }
165
-
166
- this.#uniform = device.createBuffer({
167
- label: "GPUIrradianceClipmap/table",
168
- size: IRRADIANCE_CLIPMAP_STRUCT.size,
169
- usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
170
- });
171
- }
172
-
173
- /**
174
- * @returns {GPUTileAtlas3D}
175
- */
176
- get atlas() {
177
- return this.#atlas;
178
- }
179
-
180
- /**
181
- * @returns {GPUTextureContext}
182
- */
183
- get texture_y() {
184
- return this.#atlas.texture_at(0);
185
- }
186
-
187
- /**
188
- * @returns {GPUTextureContext}
189
- */
190
- get texture_cocg() {
191
- return this.#atlas.texture_at(1);
192
- }
193
-
194
- /**
195
- * @returns {GPUBuffer}
196
- */
197
- get uniform() {
198
- return this.#uniform;
199
- }
200
-
201
- /**
202
- * @returns {number}
203
- */
204
- get cascade_count() {
205
- return this.#placement.cascade_count;
206
- }
207
-
208
- /**
209
- * Number of voxels at each cascade window's outer faces where blending takes place.
210
- * @returns {number}
211
- */
212
- get blend_skirt() {
213
- return this.#blend_skirt;
214
- }
215
-
216
- /**
217
- * @returns {IrradianceCascadePlacement}
218
- */
219
- get placement() {
220
- return this.#placement;
221
- }
222
-
223
- /**
224
- * Forces all cascades to rebuild on the next executed frame.
225
- */
226
- invalidate_all() {
227
- this.#dirty.fill(1, 0, this.#placement.cascade_count);
228
- }
229
-
230
- /**
231
- * Updates cascade window placements around `anchor` (`[x, y, z]` in world metres), detects
232
- * warp events (`placement.moved(c)`), schedules cascade updates, and uploads the uniform table.
233
- *
234
- * @param {number} x
235
- * @param {number} y
236
- * @param {number} z
237
- * @param {ShaderSwitchSet} [shader_switches]
238
- */
239
- update_placement(x, y, z, shader_switches = ShaderSwitchSet.EMPTY) {
240
- assert.notOk(this.#destroyed, "destroyed");
241
-
242
- const placement = this.#placement;
243
- const count = placement.cascade_count;
244
- const res = placement.resolution;
245
-
246
- const indirect_mode = shader_switches.get(INDIRECT_LIGHTING);
247
- if (indirect_mode !== this.#last_indirect_mode) {
248
- this.#last_indirect_mode = indirect_mode;
249
- this.#dirty.fill(1, 0, count);
250
- }
251
-
252
- placement.begin();
253
- placement.place_all(x, y, z);
254
-
255
- // Always schedule cascade 0 and the dyadic ruler cascade
256
- this.#dirty[0] = 1;
257
- const ruler_cascade = fluid_cascade_ruler(this.#tick, count);
258
- if (ruler_cascade >= 0) {
259
- this.#dirty[ruler_cascade] = 1;
260
- }
261
-
262
- // Force immediate update on any cascade whose window crossed a hysteretic voxel boundary (warp)
263
- for (let c = 0; c < count; c++) {
264
- if (placement.moved(c)) {
265
- this.#dirty[c] = 1;
266
- }
267
- }
268
-
269
- const atlas = this.#atlas;
270
- const origin = this.#origin;
271
- const f32 = this.#f32;
272
- const i32 = this.#i32;
273
-
274
- for (let c = 0; c < count; c++) {
275
- const cx = placement.corner(c, 0);
276
- const cy = placement.corner(c, 1);
277
- const cz = placement.corner(c, 2);
278
- const h = placement.cell_size(c);
279
-
280
- const level = LEVELS + c * LEVEL_STRIDE;
281
- i32[level + LEVEL_CORNER] = cx;
282
- i32[level + LEVEL_CORNER + 1] = cy;
283
- i32[level + LEVEL_CORNER + 2] = cz;
284
- f32[level + LEVEL_CELL_SIZE] = h;
285
- i32[level + LEVEL_SIZE] = res[0];
286
- i32[level + LEVEL_SIZE + 1] = res[1];
287
- i32[level + LEVEL_SIZE + 2] = res[2];
288
-
289
- atlas.slot_origin(this.#slots[c], origin);
290
-
291
- const cascade = CASCADES + c * CASCADE_STRIDE + CASCADE_CONTENT_ORIGIN;
292
- f32[cascade] = origin[0] + IRRADIANCE_CLIPMAP_TILE_BORDER;
293
- f32[cascade + 1] = origin[1] + IRRADIANCE_CLIPMAP_TILE_BORDER;
294
- f32[cascade + 2] = origin[2] + IRRADIANCE_CLIPMAP_TILE_BORDER;
295
-
296
- const record = this.#build_records[c];
297
- record.tile_origin[0] = origin[0];
298
- record.tile_origin[1] = origin[1];
299
- record.tile_origin[2] = origin[2];
300
- record.corner[0] = cx;
301
- record.corner[1] = cy;
302
- record.corner[2] = cz;
303
- record.cell_size = h;
304
- }
305
-
306
- const tile = atlas.tile_size;
307
- f32[INVERSE_ATLAS_SIZE] = 1 / (atlas.slots_x * tile[0]);
308
- f32[INVERSE_ATLAS_SIZE + 1] = 1 / (atlas.slots_y * tile[1]);
309
- f32[INVERSE_ATLAS_SIZE + 2] = 1 / (atlas.slots_z * tile[2]);
310
- this.#u32[CASCADE_COUNT] = count;
311
- f32[ANCHOR] = x;
312
- f32[ANCHOR + 1] = y;
313
- f32[ANCHOR + 2] = z;
314
- f32[BLEND_SKIRT] = this.#blend_skirt;
315
-
316
- this.#device.queue.writeBuffer(this.#uniform, 0, this.#bytes);
317
- }
318
-
319
- /**
320
- * Records the world-space light cluster clipmap build and the irradiance clipmap cascade update
321
- * passes into `graph`.
322
- *
323
- * Neither pass is marked a side effect, so if nothing in the frame reads `Y` or `CoCg` (e.g. a
324
- * frame with no volumetrics and no lit particles), the frame graph culls both passes and `#dirty`
325
- * remains set until a frame actually executes them.
326
- *
327
- * @param {Object} options
328
- * @param {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} options.graph
329
- * @param {import("../../camera/GPUCameraContext.js").GPUCameraContext} options.camera
330
- * @param {import("../../scene/GPUSceneContext.js").GPUSceneContext} options.scene_ctx
331
- * @param {number} options.shadowmap_atlas
332
- * @param {ShaderSwitchSet} [options.shader_switches]
333
- * @param {import("../../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4]
334
- * @param {import("../../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv]
335
- * @returns {{Y: number, CoCg: number, uniform: number}}
336
- */
337
- graph_update({
338
- graph,
339
- camera,
340
- scene_ctx,
341
- shadowmap_atlas,
342
- shader_switches = ShaderSwitchSet.EMPTY,
343
- brick4,
344
- lpv,
345
- }) {
346
- const transform = camera?.camera?.transform;
347
- const x = transform !== undefined ? transform.translation_x : 0;
348
- const y = transform !== undefined ? transform.translation_y : 0;
349
- const z = transform !== undefined ? transform.translation_z : 0;
350
-
351
- this.update_placement(x, y, z, shader_switches);
352
-
353
- const gr_uniform = graph_import_buffer(graph, this.#uniform, "irradiance clipmap table");
354
- const count = this.#placement.cascade_count;
355
- const coarsest = count - 1;
356
- const coarsest_record = this.#build_records[coarsest];
357
- const coarsest_h = coarsest_record.cell_size;
358
- const border = IRRADIANCE_CLIPMAP_TILE_BORDER;
359
- const res = this.#placement.resolution;
360
-
361
- const coarsest_min = [
362
- (coarsest_record.corner[0] - border) * coarsest_h,
363
- (coarsest_record.corner[1] - border) * coarsest_h,
364
- (coarsest_record.corner[2] - border) * coarsest_h,
365
- ];
366
- const coarsest_max = [
367
- (coarsest_record.corner[0] + res[0] + border) * coarsest_h,
368
- (coarsest_record.corner[1] + res[1] + border) * coarsest_h,
369
- (coarsest_record.corner[2] + res[2] + border) * coarsest_h,
370
- ];
371
-
372
- const world_clusters = graph_build_world_light_clusters({
373
- graph,
374
- lights: scene_ctx.lights,
375
- irradiance_clipmap_uniform: gr_uniform,
376
- cascade_count: count,
377
- coarsest_min,
378
- coarsest_max,
379
- });
380
-
381
- const gr_atlas_y = graph_import_texture(graph, this.texture_y, "irradiance clipmap Y");
382
- const gr_atlas_cocg = graph_import_texture(graph, this.texture_cocg, "irradiance clipmap CoCg");
383
-
384
- const data = {};
385
-
386
- const pass = graph.add(shader_irradiance_clipmap_build.descriptor.label, data, (data, resources, context) => {
387
- if (this.#destroyed) {
388
- return;
389
- }
390
-
391
- const encoder = context.encoder;
392
- const output_Y = resources.get(data.irradiance_Y);
393
- const output_CoCg = resources.get(data.irradiance_CoCg);
394
- const world_cluster_lookup = resources.get(data.world_cluster_lookup);
395
- const world_cluster_data = resources.get(data.world_cluster_data);
396
- const shadowmap_view = resources.get(data.shadowmap_atlas).obtainView();
397
- const sCompareLinear = context.graphics.samplers.obtain(SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR);
398
-
399
- const tile = this.#atlas.tile_size;
400
- const count = this.#placement.cascade_count;
401
- const variant = shader_irradiance_clipmap_build.variant(shader_switches);
402
-
403
- for (let c = 0; c < count; c++) {
404
- if (this.#dirty[c] === 0) {
405
- continue;
406
- }
407
-
408
- const bindings = {
409
- build_settings: encoder.allocateTransientValueBuffer(
410
- IRRADIANCE_CLIPMAP_BUILD_STRUCT,
411
- this.#build_records[c],
412
- GPUBufferUsage.UNIFORM
413
- ),
414
- camera: camera.buffer.buffer,
415
- environment_sh: scene_ctx.lights.environment_sh,
416
- light_data: scene_ctx.lights.buffer_data,
417
- world_cluster_lookup,
418
- world_cluster_data,
419
- shadowmapAtlas: shadowmap_view,
420
- sCompareLinear,
421
- atlas_y: output_Y.obtainView(DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR),
422
- atlas_cocg: output_CoCg.obtainView(DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR),
423
- };
424
-
425
- if (brick4 !== undefined) {
426
- bindings.brick4 = brick4.buffer;
427
- }
428
-
429
- if (lpv !== undefined) {
430
- bindings.lpv_lookup = lpv.buffer_mesh_bvh;
431
- bindings.lpv_metadata = lpv.buffer_metadata;
432
- bindings.lpv_mesh = lpv.buffer_mesh;
433
- bindings.lpv_probes = lpv.buffer_probes;
434
- }
435
-
436
- encoder_prepare_shader_bindings_defaults(bindings, context, variant.descriptor.resources);
437
-
438
- variant.dispatchThreads({
439
- encoder,
440
- thread_count_x: tile[0],
441
- thread_count_y: tile[1],
442
- thread_count_z: tile[2],
443
- bindings,
444
- });
445
-
446
- this.#dirty[c] = 0;
447
- }
448
-
449
- this.#tick++;
450
- });
451
-
452
- data.world_cluster_lookup = pass.read(world_clusters.lookup);
453
- data.world_cluster_data = pass.read(world_clusters.data);
454
- data.shadowmap_atlas = pass.read(shadowmap_atlas);
455
- pass.read(gr_atlas_y);
456
- data.irradiance_Y = pass.write(gr_atlas_y);
457
- pass.read(gr_atlas_cocg);
458
- data.irradiance_CoCg = pass.write(gr_atlas_cocg);
459
-
460
- // Allow the frame graph to cull the clipmap build (and upstream world cluster passes) on
461
- // frames where neither volumetric fog nor lit particles read `Y` or `CoCg`. `#dirty` stays
462
- // set until a surviving frame actually executes the pass.
463
- graph.__pass_nodes[graph.__pass_nodes.length - 1].has_side_effects = false;
464
-
465
- return {
466
- Y: data.irradiance_Y,
467
- CoCg: data.irradiance_CoCg,
468
- uniform: gr_uniform,
469
- };
470
- }
471
-
472
- /**
473
- * Releases GPU resources owned by the clipmap. Safe to call twice.
474
- */
475
- destroy() {
476
- if (this.#destroyed) {
477
- return;
478
- }
479
-
480
- this.#destroyed = true;
481
- this.#atlas.destroy();
482
- this.#uniform.destroy();
483
- }
484
- }
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { fluid_cascade_ruler } from "../../fluid/fluid_cascade_ruler.js";
3
+ import { INDIRECT_LIGHTING } from "../../INDIRECT_LIGHTING.js";
4
+ import { graph_build_world_light_clusters } from "../../light/world_cluster/graph_build_world_light_clusters.js";
5
+ import { CLIPMAP_LEVEL_STRUCT } from "../../shader/chunk/clipmap/CLIPMAP_LEVEL_STRUCT.js";
6
+ import { ShaderSwitchSet } from "../../shader/compiler/ShaderSwitchSet.js";
7
+ import { graph_import_buffer } from "../../shader/graph/graph_import_buffer.js";
8
+ import { graph_import_texture } from "../../shader/graph/graph_import_texture.js";
9
+ import { encoder_prepare_shader_bindings_defaults } from "../../shader/resource/encoder_prepare_shader_bindings_defaults.js";
10
+ import { SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR } from "../../shadow/map/SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR.js";
11
+ import { GPUTileAtlas3D } from "../../texture/atlas/GPUTileAtlas3D.js";
12
+ import { DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR } from "../../texture/DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR.js";
13
+ import {
14
+ IRRADIANCE_CLIPMAP_CASCADE_LIMIT,
15
+ IRRADIANCE_CLIPMAP_DEFAULT_BLEND_SKIRT,
16
+ IRRADIANCE_CLIPMAP_DEFAULT_CASCADE_COUNT,
17
+ IRRADIANCE_CLIPMAP_DEFAULT_CELL_SIZE,
18
+ IRRADIANCE_CLIPMAP_DEFAULT_RESOLUTION,
19
+ IRRADIANCE_CLIPMAP_TILE_BORDER,
20
+ IRRADIANCE_CLIPMAP_TILE_FORMAT,
21
+ } from "./IRRADIANCE_CLIPMAP.js";
22
+ import {
23
+ IRRADIANCE_CASCADE_STRUCT,
24
+ IRRADIANCE_CLIPMAP_STRUCT,
25
+ } from "./IRRADIANCE_CLIPMAP_STRUCT.js";
26
+ import { IrradianceCascadePlacement } from "./IrradianceCascadePlacement.js";
27
+ import {
28
+ IRRADIANCE_CLIPMAP_BUILD_STRUCT,
29
+ shader_irradiance_clipmap_build,
30
+ } from "./shader_irradiance_clipmap_build.js";
31
+
32
+ // Word offsets in IRRADIANCE_CLIPMAP_STRUCT
33
+ const LEVELS = IRRADIANCE_CLIPMAP_STRUCT.get("levels").offset >>> 2;
34
+ const LEVEL_STRIDE = CLIPMAP_LEVEL_STRUCT.aligned_size >>> 2;
35
+ const LEVEL_CORNER = CLIPMAP_LEVEL_STRUCT.get("corner").offset >>> 2;
36
+ const LEVEL_CELL_SIZE = CLIPMAP_LEVEL_STRUCT.get("cell_size").offset >>> 2;
37
+ const LEVEL_SIZE = CLIPMAP_LEVEL_STRUCT.get("size").offset >>> 2;
38
+ const CASCADES = IRRADIANCE_CLIPMAP_STRUCT.get("cascades").offset >>> 2;
39
+ const CASCADE_STRIDE = IRRADIANCE_CASCADE_STRUCT.aligned_size >>> 2;
40
+ const CASCADE_CONTENT_ORIGIN = IRRADIANCE_CASCADE_STRUCT.get("content_origin").offset >>> 2;
41
+ const INVERSE_ATLAS_SIZE = IRRADIANCE_CLIPMAP_STRUCT.get("inverse_atlas_size").offset >>> 2;
42
+ const CASCADE_COUNT = IRRADIANCE_CLIPMAP_STRUCT.get("cascade_count").offset >>> 2;
43
+ const ANCHOR = IRRADIANCE_CLIPMAP_STRUCT.get("anchor").offset >>> 2;
44
+ const BLEND_SKIRT = IRRADIANCE_CLIPMAP_STRUCT.get("blend_skirt").offset >>> 2;
45
+
46
+ /**
47
+ * World-space irradiance clipmap (`GPUIrradianceClipmap`):
48
+ *
49
+ * Replaces the camera-frustum froxel irradiance volume with nested world-space clipmap cascades
50
+ * stored in a multi-texture {@link GPUTileAtlas3D} (`Y` in texture 0, `CoCg` in texture 1).
51
+ *
52
+ * - **Defaults (Decision 6.3):** 6 cascades (`c = 0..5`) of `32 × 32 × 32` content cells (plus a
53
+ * 1-texel trilinear skirt -> `34³` texels per tile), with finest voxel size `h0 = 0.25 m`
54
+ * (covering `8 m, 16 m, 32 m, 64 m, 128 m, 256 m`).
55
+ * - **Amortized Updates & Warp Detection (Decision 3.2):** Cascade `0` and the dyadic ruler cascade
56
+ * `fluid_cascade_ruler(tick, count)` update every frame. In addition, whenever a cascade's window
57
+ * shifts by 1 voxel (`placement.moved(c)`), an immediate update is forced on that cascade so the
58
+ * linear atlas tile never holds stale pre-shift texels.
59
+ */
60
+ export class GPUIrradianceClipmap {
61
+ /** @type {GPUDevice} */
62
+ #device;
63
+
64
+ /** @type {GPUTileAtlas3D} */
65
+ #atlas;
66
+
67
+ /** @type {IrradianceCascadePlacement} */
68
+ #placement;
69
+
70
+ /** @type {GPUBuffer} */
71
+ #uniform;
72
+
73
+ /** @type {ArrayBuffer} */
74
+ #bytes = new ArrayBuffer(IRRADIANCE_CLIPMAP_STRUCT.size);
75
+ #f32 = new Float32Array(this.#bytes);
76
+ #i32 = new Int32Array(this.#bytes);
77
+ #u32 = new Uint32Array(this.#bytes);
78
+
79
+ /** @type {Uint32Array} */
80
+ #slots = new Uint32Array(IRRADIANCE_CLIPMAP_CASCADE_LIMIT);
81
+
82
+ /** @type {Uint8Array} */
83
+ #dirty = new Uint8Array(IRRADIANCE_CLIPMAP_CASCADE_LIMIT);
84
+
85
+ /** @type {Object[]} */
86
+ #build_records = [];
87
+
88
+ /** @type {number[]} */
89
+ #origin = [0, 0, 0];
90
+
91
+ /** @type {number} */
92
+ #tick = 0;
93
+
94
+ /** @type {number} */
95
+ #blend_skirt;
96
+
97
+ /** @type {number} */
98
+ #last_indirect_mode = -1;
99
+
100
+ /** @type {boolean} */
101
+ #destroyed = false;
102
+
103
+ /**
104
+ * @param {GPUDevice} device
105
+ * @param {Object} [options]
106
+ * @param {number} [options.cascade_count=IRRADIANCE_CLIPMAP_DEFAULT_CASCADE_COUNT]
107
+ * @param {number|ArrayLike<number>} [options.resolution=IRRADIANCE_CLIPMAP_DEFAULT_RESOLUTION]
108
+ * @param {number} [options.cell_size=IRRADIANCE_CLIPMAP_DEFAULT_CELL_SIZE]
109
+ * @param {number} [options.blend_skirt=IRRADIANCE_CLIPMAP_DEFAULT_BLEND_SKIRT]
110
+ */
111
+ constructor(device, {
112
+ cascade_count = IRRADIANCE_CLIPMAP_DEFAULT_CASCADE_COUNT,
113
+ resolution = IRRADIANCE_CLIPMAP_DEFAULT_RESOLUTION,
114
+ cell_size = IRRADIANCE_CLIPMAP_DEFAULT_CELL_SIZE,
115
+ blend_skirt = IRRADIANCE_CLIPMAP_DEFAULT_BLEND_SKIRT,
116
+ } = {}) {
117
+ assert.defined(device, "device");
118
+ assert.isPositiveInteger(cascade_count, "cascade_count");
119
+ assert.lessThanOrEqual(cascade_count, IRRADIANCE_CLIPMAP_CASCADE_LIMIT, "cascade_count");
120
+ assert.isNumber(blend_skirt, "blend_skirt");
121
+ assert.greaterThan(blend_skirt, 0, "blend_skirt");
122
+
123
+ const res = typeof resolution === "number"
124
+ ? [resolution, resolution, resolution]
125
+ : [resolution[0], resolution[1], resolution[2]];
126
+
127
+ this.#device = device;
128
+ this.#blend_skirt = blend_skirt;
129
+ this.#placement = new IrradianceCascadePlacement({
130
+ cascade_count,
131
+ resolution: res,
132
+ cell_size,
133
+ });
134
+
135
+ const tile_z = res[2] + 2 * IRRADIANCE_CLIPMAP_TILE_BORDER;
136
+
137
+ this.#atlas = new GPUTileAtlas3D({
138
+ device,
139
+ formats: [IRRADIANCE_CLIPMAP_TILE_FORMAT, IRRADIANCE_CLIPMAP_TILE_FORMAT],
140
+ content_size: res,
141
+ border: IRRADIANCE_CLIPMAP_TILE_BORDER,
142
+ slots_x: 1,
143
+ slots_y: 1,
144
+ capacity: Math.max(1, Math.min(cascade_count, Math.floor(device.limits.maxTextureDimension3D / tile_z))),
145
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.STORAGE_BINDING,
146
+ label: "GPUIrradianceClipmap/atlas",
147
+ });
148
+
149
+ for (let c = 0; c < cascade_count; c++) {
150
+ this.#slots[c] = this.#atlas.allocate();
151
+ this.#dirty[c] = 1;
152
+ this.#build_records.push({
153
+ tile_origin: [0, 0, 0],
154
+ cascade_index: c,
155
+ corner: [0, 0, 0],
156
+ cell_size: this.#placement.cell_size(c),
157
+ tile_size: [
158
+ this.#atlas.tile_size[0],
159
+ this.#atlas.tile_size[1],
160
+ this.#atlas.tile_size[2],
161
+ ],
162
+ border: IRRADIANCE_CLIPMAP_TILE_BORDER,
163
+ });
164
+ }
165
+
166
+ this.#uniform = device.createBuffer({
167
+ label: "GPUIrradianceClipmap/table",
168
+ size: IRRADIANCE_CLIPMAP_STRUCT.size,
169
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
170
+ });
171
+ }
172
+
173
+ /**
174
+ * @returns {GPUTileAtlas3D}
175
+ */
176
+ get atlas() {
177
+ return this.#atlas;
178
+ }
179
+
180
+ /**
181
+ * @returns {GPUTextureContext}
182
+ */
183
+ get texture_y() {
184
+ return this.#atlas.texture_at(0);
185
+ }
186
+
187
+ /**
188
+ * @returns {GPUTextureContext}
189
+ */
190
+ get texture_cocg() {
191
+ return this.#atlas.texture_at(1);
192
+ }
193
+
194
+ /**
195
+ * @returns {GPUBuffer}
196
+ */
197
+ get uniform() {
198
+ return this.#uniform;
199
+ }
200
+
201
+ /**
202
+ * @returns {number}
203
+ */
204
+ get cascade_count() {
205
+ return this.#placement.cascade_count;
206
+ }
207
+
208
+ /**
209
+ * Number of voxels at each cascade window's outer faces where blending takes place.
210
+ * @returns {number}
211
+ */
212
+ get blend_skirt() {
213
+ return this.#blend_skirt;
214
+ }
215
+
216
+ /**
217
+ * @returns {IrradianceCascadePlacement}
218
+ */
219
+ get placement() {
220
+ return this.#placement;
221
+ }
222
+
223
+ /**
224
+ * Forces all cascades to rebuild on the next executed frame.
225
+ */
226
+ invalidate_all() {
227
+ this.#dirty.fill(1, 0, this.#placement.cascade_count);
228
+ }
229
+
230
+ /**
231
+ * Updates cascade window placements around `anchor` (`[x, y, z]` in world metres), detects
232
+ * warp events (`placement.moved(c)`), schedules cascade updates, and uploads the uniform table.
233
+ *
234
+ * @param {number} x
235
+ * @param {number} y
236
+ * @param {number} z
237
+ * @param {ShaderSwitchSet} [shader_switches]
238
+ */
239
+ update_placement(x, y, z, shader_switches = ShaderSwitchSet.EMPTY) {
240
+ assert.notOk(this.#destroyed, "destroyed");
241
+
242
+ const placement = this.#placement;
243
+ const count = placement.cascade_count;
244
+ const res = placement.resolution;
245
+
246
+ const indirect_mode = shader_switches.get(INDIRECT_LIGHTING);
247
+ if (indirect_mode !== this.#last_indirect_mode) {
248
+ this.#last_indirect_mode = indirect_mode;
249
+ this.#dirty.fill(1, 0, count);
250
+ }
251
+
252
+ placement.begin();
253
+ placement.place_all(x, y, z);
254
+
255
+ // Always schedule cascade 0 and the dyadic ruler cascade
256
+ this.#dirty[0] = 1;
257
+ const ruler_cascade = fluid_cascade_ruler(this.#tick, count);
258
+ if (ruler_cascade >= 0) {
259
+ this.#dirty[ruler_cascade] = 1;
260
+ }
261
+
262
+ // Force immediate update on any cascade whose window crossed a hysteretic voxel boundary (warp)
263
+ for (let c = 0; c < count; c++) {
264
+ if (placement.moved(c)) {
265
+ this.#dirty[c] = 1;
266
+ }
267
+ }
268
+
269
+ const atlas = this.#atlas;
270
+ const origin = this.#origin;
271
+ const f32 = this.#f32;
272
+ const i32 = this.#i32;
273
+
274
+ for (let c = 0; c < count; c++) {
275
+ const cx = placement.corner(c, 0);
276
+ const cy = placement.corner(c, 1);
277
+ const cz = placement.corner(c, 2);
278
+ const h = placement.cell_size(c);
279
+
280
+ const level = LEVELS + c * LEVEL_STRIDE;
281
+ i32[level + LEVEL_CORNER] = cx;
282
+ i32[level + LEVEL_CORNER + 1] = cy;
283
+ i32[level + LEVEL_CORNER + 2] = cz;
284
+ f32[level + LEVEL_CELL_SIZE] = h;
285
+ i32[level + LEVEL_SIZE] = res[0];
286
+ i32[level + LEVEL_SIZE + 1] = res[1];
287
+ i32[level + LEVEL_SIZE + 2] = res[2];
288
+
289
+ atlas.slot_origin(this.#slots[c], origin);
290
+
291
+ const cascade = CASCADES + c * CASCADE_STRIDE + CASCADE_CONTENT_ORIGIN;
292
+ f32[cascade] = origin[0] + IRRADIANCE_CLIPMAP_TILE_BORDER;
293
+ f32[cascade + 1] = origin[1] + IRRADIANCE_CLIPMAP_TILE_BORDER;
294
+ f32[cascade + 2] = origin[2] + IRRADIANCE_CLIPMAP_TILE_BORDER;
295
+
296
+ const record = this.#build_records[c];
297
+ record.tile_origin[0] = origin[0];
298
+ record.tile_origin[1] = origin[1];
299
+ record.tile_origin[2] = origin[2];
300
+ record.corner[0] = cx;
301
+ record.corner[1] = cy;
302
+ record.corner[2] = cz;
303
+ record.cell_size = h;
304
+ }
305
+
306
+ const tile = atlas.tile_size;
307
+ f32[INVERSE_ATLAS_SIZE] = 1 / (atlas.slots_x * tile[0]);
308
+ f32[INVERSE_ATLAS_SIZE + 1] = 1 / (atlas.slots_y * tile[1]);
309
+ f32[INVERSE_ATLAS_SIZE + 2] = 1 / (atlas.slots_z * tile[2]);
310
+ this.#u32[CASCADE_COUNT] = count;
311
+ f32[ANCHOR] = x;
312
+ f32[ANCHOR + 1] = y;
313
+ f32[ANCHOR + 2] = z;
314
+ f32[BLEND_SKIRT] = this.#blend_skirt;
315
+
316
+ this.#device.queue.writeBuffer(this.#uniform, 0, this.#bytes);
317
+ }
318
+
319
+ /**
320
+ * Records the world-space light cluster clipmap build and the irradiance clipmap cascade update
321
+ * passes into `graph`.
322
+ *
323
+ * Neither pass is marked a side effect, so if nothing in the frame reads `Y` or `CoCg` (e.g. a
324
+ * frame with no volumetrics and no lit particles), the frame graph culls both passes and `#dirty`
325
+ * remains set until a frame actually executes them.
326
+ *
327
+ * @param {Object} options
328
+ * @param {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} options.graph
329
+ * @param {import("../../camera/GPUCameraContext.js").GPUCameraContext} options.camera
330
+ * @param {import("../../scene/GPUSceneContext.js").GPUSceneContext} options.scene_ctx
331
+ * @param {number} options.shadowmap_atlas
332
+ * @param {ShaderSwitchSet} [options.shader_switches]
333
+ * @param {import("../../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4]
334
+ * @param {import("../../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv]
335
+ * @param {import("../../global_illumination/probe_clipmap/GPUProbeClipmapGI.js").GPUProbeClipmapGI} options.probes
336
+ * the renderer's probe clipmap GI, whose probes the build binds in every mode
337
+ * @param {GPUBuffer} options.view_uniform the view's uniforms, whose frame index jitters the probes' pick
338
+ * @returns {{Y: number, CoCg: number, uniform: number}}
339
+ */
340
+ graph_update({
341
+ graph,
342
+ camera,
343
+ scene_ctx,
344
+ shadowmap_atlas,
345
+ shader_switches = ShaderSwitchSet.EMPTY,
346
+ brick4,
347
+ lpv,
348
+ probes,
349
+ view_uniform,
350
+ }) {
351
+ assert.defined(probes, 'probes');
352
+ assert.defined(view_uniform, 'view_uniform');
353
+
354
+ const transform = camera?.camera?.transform;
355
+ const x = transform !== undefined ? transform.translation_x : 0;
356
+ const y = transform !== undefined ? transform.translation_y : 0;
357
+ const z = transform !== undefined ? transform.translation_z : 0;
358
+
359
+ this.update_placement(x, y, z, shader_switches);
360
+
361
+ const gr_uniform = graph_import_buffer(graph, this.#uniform, "irradiance clipmap table");
362
+ const count = this.#placement.cascade_count;
363
+ const coarsest = count - 1;
364
+ const coarsest_record = this.#build_records[coarsest];
365
+ const coarsest_h = coarsest_record.cell_size;
366
+ const border = IRRADIANCE_CLIPMAP_TILE_BORDER;
367
+ const res = this.#placement.resolution;
368
+
369
+ const coarsest_min = [
370
+ (coarsest_record.corner[0] - border) * coarsest_h,
371
+ (coarsest_record.corner[1] - border) * coarsest_h,
372
+ (coarsest_record.corner[2] - border) * coarsest_h,
373
+ ];
374
+ const coarsest_max = [
375
+ (coarsest_record.corner[0] + res[0] + border) * coarsest_h,
376
+ (coarsest_record.corner[1] + res[1] + border) * coarsest_h,
377
+ (coarsest_record.corner[2] + res[2] + border) * coarsest_h,
378
+ ];
379
+
380
+ // the uniform's table starts with the cascades' windows, and the tiles' skirt is the border
381
+ const world_clusters = graph_build_world_light_clusters({
382
+ graph,
383
+ lights: scene_ctx.lights,
384
+ levels: gr_uniform,
385
+ cascade_count: count,
386
+ border,
387
+ coarsest_min,
388
+ coarsest_max,
389
+ });
390
+
391
+ const gr_atlas_y = graph_import_texture(graph, this.texture_y, "irradiance clipmap Y");
392
+ const gr_atlas_cocg = graph_import_texture(graph, this.texture_cocg, "irradiance clipmap CoCg");
393
+
394
+ const data = {};
395
+
396
+ const pass = graph.add(shader_irradiance_clipmap_build.descriptor.label, data, (data, resources, context) => {
397
+ if (this.#destroyed) {
398
+ return;
399
+ }
400
+
401
+ const encoder = context.encoder;
402
+ const output_Y = resources.get(data.irradiance_Y);
403
+ const output_CoCg = resources.get(data.irradiance_CoCg);
404
+ const world_cluster_lookup = resources.get(data.world_cluster_lookup);
405
+ const world_cluster_data = resources.get(data.world_cluster_data);
406
+ const shadowmap_view = resources.get(data.shadowmap_atlas).obtainView();
407
+ const sCompareLinear = context.graphics.samplers.obtain(SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR);
408
+
409
+ const tile = this.#atlas.tile_size;
410
+ const count = this.#placement.cascade_count;
411
+ const variant = shader_irradiance_clipmap_build.variant(shader_switches);
412
+
413
+ for (let c = 0; c < count; c++) {
414
+ if (this.#dirty[c] === 0) {
415
+ continue;
416
+ }
417
+
418
+ const bindings = {
419
+ build_settings: encoder.allocateTransientValueBuffer(
420
+ IRRADIANCE_CLIPMAP_BUILD_STRUCT,
421
+ this.#build_records[c],
422
+ GPUBufferUsage.UNIFORM
423
+ ),
424
+ camera: camera.buffer.buffer,
425
+ environment_sh: scene_ctx.lights.environment_sh,
426
+ light_data: scene_ctx.lights.buffer_data,
427
+ world_cluster_lookup,
428
+ world_cluster_data,
429
+ shadowmapAtlas: shadowmap_view,
430
+ sCompareLinear,
431
+ atlas_y: output_Y.obtainView(DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR),
432
+ atlas_cocg: output_CoCg.obtainView(DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR),
433
+ view: view_uniform,
434
+ };
435
+
436
+ // in every mode: a clipmap of no cascade while the probe clipmap has none
437
+ probes.write_sampling_bindings(bindings);
438
+
439
+ if (brick4 !== undefined) {
440
+ bindings.brick4 = brick4.buffer;
441
+ }
442
+
443
+ if (lpv !== undefined) {
444
+ bindings.lpv_lookup = lpv.buffer_mesh_bvh;
445
+ bindings.lpv_metadata = lpv.buffer_metadata;
446
+ bindings.lpv_mesh = lpv.buffer_mesh;
447
+ bindings.lpv_probes = lpv.buffer_probes;
448
+ }
449
+
450
+ encoder_prepare_shader_bindings_defaults(bindings, context, variant.descriptor.resources);
451
+
452
+ variant.dispatchThreads({
453
+ encoder,
454
+ thread_count_x: tile[0],
455
+ thread_count_y: tile[1],
456
+ thread_count_z: tile[2],
457
+ bindings,
458
+ });
459
+
460
+ this.#dirty[c] = 0;
461
+ }
462
+
463
+ this.#tick++;
464
+ });
465
+
466
+ data.world_cluster_lookup = pass.read(world_clusters.lookup);
467
+ data.world_cluster_data = pass.read(world_clusters.data);
468
+ data.shadowmap_atlas = pass.read(shadowmap_atlas);
469
+ pass.read(gr_atlas_y);
470
+ data.irradiance_Y = pass.write(gr_atlas_y);
471
+ pass.read(gr_atlas_cocg);
472
+ data.irradiance_CoCg = pass.write(gr_atlas_cocg);
473
+
474
+ // Allow the frame graph to cull the clipmap build (and upstream world cluster passes) on
475
+ // frames where neither volumetric fog nor lit particles read `Y` or `CoCg`. `#dirty` stays
476
+ // set until a surviving frame actually executes the pass.
477
+ graph.__pass_nodes[graph.__pass_nodes.length - 1].has_side_effects = false;
478
+
479
+ return {
480
+ Y: data.irradiance_Y,
481
+ CoCg: data.irradiance_CoCg,
482
+ uniform: gr_uniform,
483
+ };
484
+ }
485
+
486
+ /**
487
+ * Releases GPU resources owned by the clipmap. Safe to call twice.
488
+ */
489
+ destroy() {
490
+ if (this.#destroyed) {
491
+ return;
492
+ }
493
+
494
+ this.#destroyed = true;
495
+ this.#atlas.destroy();
496
+ this.#uniform.destroy();
497
+ }
498
+ }