@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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  809. package/src/shade/renderer/shadow/vsm/VSMMoverTracker.d.ts +0 -42
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  815. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_movers.d.ts +0 -30
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@@ -14,10 +14,23 @@ export const chunk_irradiance_clipmap_gi_sample_brick4: CodeChunk;
14
14
  * @type {CodeChunk}
15
15
  */
16
16
  export const chunk_irradiance_clipmap_gi_sample_lpv: CodeChunk;
17
+ /**
18
+ * {@link chunk_irradiance_clipmap_gi_sample} under the probe clipmap (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §9.5):
19
+ * the probes' pick at `position_ws`, jittered by the point's hash with the frame (`jitter_from_vectors`). A
20
+ * voxel is no surface, so there is no normal to bias the point by or to weigh back faces with, nor a view.
21
+ * Where no probe weighs anything, the environment SH, as under IBL.
22
+ *
23
+ * The probes' SH is what the volume accumulates, Metro L1 in the scale under which
24
+ * `resolve_irradiance_sh_to_diffuse` gives E/π. It is handed over as the radiance SH2 that
25
+ * `volumetrics_irradiance_sh_add_radiance` turns back into it: 2π × the luma, band 1 in the basis order
26
+ * (y, z, x), and the chroma, which only the constant band has, over band 0's basis constant. Reads the probes'
27
+ * group, `view` and `environment_sh`.
28
+ * @type {CodeChunk}
29
+ */
30
+ export const chunk_irradiance_clipmap_gi_sample_probe_clipmap: CodeChunk;
17
31
  /**
18
32
  * Evaluates indirect radiance SH2 (`array<vec3<f32>, 4>`) at a world position `position_ws` according
19
- * to the renderer's active {@link INDIRECT_LIGHTING} switch. The probe clipmap takes the environment SH
20
- * until it samples its own probes.
33
+ * to the renderer's active {@link INDIRECT_LIGHTING} switch.
21
34
  *
22
35
  * @type {CodeChunkChoice}
23
36
  */
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_irradiance_clipmap_gi_sample.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.js"],"names":[],"mappings":"AAUA;;;GAGG;AACH,qDAFU,SAAS,CAcjB;AAIF;;;;GAIG;AACH,wDAFU,SAAS,CAYjB;AAEF;;;GAGG;AACH,qDAFU,SAAS,CAqBjB;AAEF;;;;;;GAMG;AACH,iDAFU,eAAe,CAEiE;0BAxEhE,oCAAoC;gCAC9B,0CAA0C"}
1
+ {"version":3,"file":"chunk_irradiance_clipmap_gi_sample.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.js"],"names":[],"mappings":"AAaA;;;GAGG;AACH,qDAFU,SAAS,CAcjB;AAIF;;;;GAIG;AACH,wDAFU,SAAS,CAYjB;AAEF;;;GAGG;AACH,qDAFU,SAAS,CAqBjB;AAEF;;;;;;;;;;;;GAYG;AACH,+DAFU,SAAS,CAqCjB;AAIF;;;;;GAKG;AACH,iDAFU,eAAe,CAEiE;0BA3HhE,oCAAoC;gCAC9B,0CAA0C"}
@@ -1,5 +1,8 @@
1
1
  import { chunk_brick4_sample_sh } from "../../global_illumination/brick4/gpu/draw/chunk_brick4_sample_sh.js";
2
+ import { chunk_probe_clipmap_pick } from "../../global_illumination/probe_clipmap/probe/chunk_probe_clipmap_pick.js";
2
3
  import { INDIRECT_LIGHTING } from "../../INDIRECT_LIGHTING.js";
4
+ import { chunk_YCoCg_to_rgb } from "../../shader/chunk/color/YCoCg/chunk_YCoCg_to_rgb.js";
5
+ import { chunk_jitter_from_vectors } from "../../shader/chunk/random/chunk_jitter_from_vectors.js";
3
6
  import { ENVIRONMENT_SH_RESOURCE } from "../../light/environment/ENVIRONMENT_SH_RESOURCE.js";
4
7
  import { ShadeIndirectLightingMode } from "../../ShadeIndirectLightingMode.js";
5
8
  import { chunk_lpv_mesh_interpolation_probe_sh } from "../../shader/chunk/light/lpv/chunk_lpv_mesh_interpolation_probe_sh.js";
@@ -70,10 +73,61 @@ fn irradiance_clipmap_gi_sample(position_ws: vec3<f32>) -> array<vec3<f32>, 4> {
70
73
  ]
71
74
  );
72
75
 
76
+ /**
77
+ * {@link chunk_irradiance_clipmap_gi_sample} under the probe clipmap (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §9.5):
78
+ * the probes' pick at `position_ws`, jittered by the point's hash with the frame (`jitter_from_vectors`). A
79
+ * voxel is no surface, so there is no normal to bias the point by or to weigh back faces with, nor a view.
80
+ * Where no probe weighs anything, the environment SH, as under IBL.
81
+ *
82
+ * The probes' SH is what the volume accumulates, Metro L1 in the scale under which
83
+ * `resolve_irradiance_sh_to_diffuse` gives E/π. It is handed over as the radiance SH2 that
84
+ * `volumetrics_irradiance_sh_add_radiance` turns back into it: 2π × the luma, band 1 in the basis order
85
+ * (y, z, x), and the chroma, which only the constant band has, over band 0's basis constant. Reads the probes'
86
+ * group, `view` and `environment_sh`.
87
+ * @type {CodeChunk}
88
+ */
89
+ export const chunk_irradiance_clipmap_gi_sample_probe_clipmap = CodeChunk.from(
90
+ //language=WGSL
91
+ `
92
+ fn irradiance_clipmap_gi_sample(position_ws: vec3<f32>) -> array<vec3<f32>, 4> {
93
+ let no_surface = vec3<f32>(0.0);
94
+ let probes = probe_clipmap_sample_sh(position_ws, no_surface, no_surface, jitter_from_vectors(position_ws, no_surface));
95
+
96
+ if (!probes.found) {
97
+ return array<vec3<f32>, 4>(
98
+ environment_sh[0].xyz,
99
+ environment_sh[1].xyz,
100
+ environment_sh[2].xyz,
101
+ environment_sh[3].xyz,
102
+ );
103
+ }
104
+
105
+ // the inverse of volumetrics_irradiance_sh_add_radiance's 1 / (2 pi) and of its chroma's 1 / band 0
106
+ const TWO_PI: f32 = 6.283185307179586;
107
+ const BAND_0_BASIS: f32 = 0.28209479177387814;
108
+
109
+ let Y = probes.sh.Y * TWO_PI;
110
+
111
+ // the Metro layout is (x, y, z, constant); the basis order is (constant, y, z, x)
112
+ return array<vec3<f32>, 4>(
113
+ YCoCg_to_rgb(vec3<f32>(Y.w, probes.sh.CoCg * (BAND_0_BASIS * TWO_PI))),
114
+ vec3<f32>(Y.y),
115
+ vec3<f32>(Y.z),
116
+ vec3<f32>(Y.x),
117
+ );
118
+ }
119
+ `, [
120
+ chunk_probe_clipmap_pick,
121
+ chunk_jitter_from_vectors,
122
+ chunk_YCoCg_to_rgb,
123
+ ]
124
+ );
125
+
126
+ chunk_irradiance_clipmap_gi_sample_probe_clipmap.requireResource(ENVIRONMENT_SH_RESOURCE);
127
+
73
128
  /**
74
129
  * Evaluates indirect radiance SH2 (`array<vec3<f32>, 4>`) at a world position `position_ws` according
75
- * to the renderer's active {@link INDIRECT_LIGHTING} switch. The probe clipmap takes the environment SH
76
- * until it samples its own probes.
130
+ * to the renderer's active {@link INDIRECT_LIGHTING} switch.
77
131
  *
78
132
  * @type {CodeChunkChoice}
79
133
  */
@@ -82,4 +136,4 @@ export const chunk_irradiance_clipmap_gi_sample = CodeChunkChoice.from(INDIRECT_
82
136
  chunk_irradiance_clipmap_gi_sample.add(ShadeIndirectLightingMode.IBL, chunk_irradiance_clipmap_gi_sample_ibl);
83
137
  chunk_irradiance_clipmap_gi_sample.add(ShadeIndirectLightingMode.Brick4, chunk_irradiance_clipmap_gi_sample_brick4);
84
138
  chunk_irradiance_clipmap_gi_sample.add(ShadeIndirectLightingMode.LPV, chunk_irradiance_clipmap_gi_sample_lpv);
85
- chunk_irradiance_clipmap_gi_sample.add(ShadeIndirectLightingMode.ProbeClipmap, chunk_irradiance_clipmap_gi_sample_ibl);
139
+ chunk_irradiance_clipmap_gi_sample.add(ShadeIndirectLightingMode.ProbeClipmap, chunk_irradiance_clipmap_gi_sample_probe_clipmap);
@@ -1 +1 @@
1
- {"version":3,"file":"shader_irradiance_clipmap_build.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/irradiance_clipmap/shader_irradiance_clipmap_build.js"],"names":[],"mappings":"AAmCA,oEAA4E;AAE5E,2DAO6B;AAoI7B;;;;;;;;;GASG;AACH,8CAFU,aAAa,CAMpB;6BAvK0B,mCAAmC;8BAJlC,+BAA+B"}
1
+ {"version":3,"file":"shader_irradiance_clipmap_build.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/irradiance_clipmap/shader_irradiance_clipmap_build.js"],"names":[],"mappings":"AAqCA,oEAA4E;AAE5E,2DAO6B;AAwI7B;;;;;;;;;GASG;AACH,8CAFU,aAAa,CAMpB;6BA3K0B,mCAAmC;8BAJlC,+BAA+B"}
@@ -1,191 +1,197 @@
1
- import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
2
- import { INDIRECT_LIGHT_INTENSITY } from "../../deferred/INDIRECT_LIGHT_INTENSITY.js";
3
- import { BRICK4_DATA_STRUCT } from "../../global_illumination/brick4/gpu/BRICK4_DATA_STRUCT.js";
4
- import { LPV_SHADER_RESOURCE_GROUP_WITH_DEFAULTS } from "../../global_illumination/probe/octahedral/LPV_SHADER_RESOURCE_GROUP.js";
5
- import { chunk_light_cluster_counts } from "../../light/cluster/chunk_light_cluster_counts.js";
6
- import { LIGHT_CLUSTER_LOOKUP_STRUCT } from "../../light/cluster/shader_cluster_assign_lights.js";
7
- import { ENVIRONMENT_SH_TYPE } from "../../light/environment/shader_project_environment_sh.js";
8
- import { chunk_world_light_cluster_lookup } from "../../light/world_cluster/chunk_world_light_cluster_lookup.js";
9
- import { chunk_mat4_extract_position } from "../../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
10
- import {
11
- chunk_directional_lights_iteration_mask
12
- } from "../../shader/chunk/light/io/chunk_directional_lights_iteration_mask.js";
13
- import {
14
- chunk_get_directional_light_info_by_index
15
- } from "../../shader/chunk/light/io/chunk_get_directional_light_info_by_index.js";
16
- import {
17
- METRO_L1_IRRADIANCE_STRUCT
18
- } from "../../shader/chunk/spherical_harmonics/l1i/chunk_convert_to_irradiance_sh.js";
19
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
20
- import { ComputeShader } from "../../shader/ComputeShader.js";
21
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
22
- import { f32, i32, u32, vec3i, vec3u } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
23
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
24
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
25
- import { chunk_shadowmap_get_light_visibility } from "../../shadow/map/shader/chunk_shadowmap_get_light_visibility.js";
26
- import { SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR } from "../../shadow/map/SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR.js";
27
- import { chunk_volumetrics_irradiance_sh } from "../chunk_volumetrics_irradiance_sh.js";
28
- import { chunk_volumetrics_local_light_shadow } from "../chunk_volumetrics_local_light_shadow.js";
29
- import { chunk_irradiance_clipmap_gi_sample } from "./chunk_irradiance_clipmap_gi_sample.js";
30
- import { chunk_irradiance_clipmap_local_light } from "./chunk_irradiance_clipmap_local_light.js";
31
- import {
32
- IRRADIANCE_CLIPMAP_LIGHT_BUDGET,
33
- IRRADIANCE_CLIPMAP_TILE_FORMAT,
34
- } from "./IRRADIANCE_CLIPMAP.js";
35
-
36
- export const IRRADIANCE_CLIPMAP_BUILD_GROUP_SIZE = Object.freeze([4, 4, 4]);
37
-
38
- export const IRRADIANCE_CLIPMAP_BUILD_STRUCT = WebGPUStruct.from({
39
- tile_origin: vec3u,
40
- cascade_index: u32,
41
- corner: vec3i,
42
- cell_size: f32,
43
- tile_size: vec3u,
44
- border: i32,
45
- }, "IrradianceClipmapBuild");
46
-
47
- const resources = new ShaderResourceSetDescriptor();
48
-
49
- resources.createGroup()
50
- .addUniform("build_settings", IRRADIANCE_CLIPMAP_BUILD_STRUCT)
51
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
52
- .addUniform("environment_sh", ENVIRONMENT_SH_TYPE)
53
- .addStorageBuffer("brick4", BRICK4_DATA_STRUCT, false, true)
54
- .addStorageBuffer("light_data", WebGPUArray.u32, false)
55
- .addStorageBuffer("world_cluster_lookup", LIGHT_CLUSTER_LOOKUP_STRUCT, false)
56
- .addStorageBuffer("world_cluster_data", WebGPUArray.u32, false)
57
- .addTexture("shadowmapAtlas", "depth")
58
- .addSampler("sCompareLinear", "comparison", SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR)
59
- .addStorageTexture("atlas_y", IRRADIANCE_CLIPMAP_TILE_FORMAT, "3d", "write-only")
60
- .addStorageTexture("atlas_cocg", IRRADIANCE_CLIPMAP_TILE_FORMAT, "3d", "write-only");
61
-
62
- resources.addGroup(LPV_SHADER_RESOURCE_GROUP_WITH_DEFAULTS);
63
-
64
- const body = CodeChunk.from(
65
- //language=WGSL
66
- `
67
- @compute @workgroup_size(${IRRADIANCE_CLIPMAP_BUILD_GROUP_SIZE.join(", ")})
68
- fn main(@builtin(global_invocation_id) local_texel: vec3<u32>) {
69
- let tile_size = build_settings.tile_size;
70
- if (any(local_texel >= tile_size)) {
71
- return;
72
- }
73
-
74
- let local_cell = vec3<i32>(local_texel) - vec3<i32>(build_settings.border);
75
- let world_cell = build_settings.corner + local_cell;
76
- let position_ws = (vec3<f32>(world_cell) + vec3<f32>(0.5)) * build_settings.cell_size;
77
-
78
- const INDIRECT_INTENSITY: f32 = ${INDIRECT_LIGHT_INTENSITY};
79
- let gi_radiance = irradiance_clipmap_gi_sample(position_ws);
80
- let scaled_gi = array<vec3<f32>, 4>(
81
- gi_radiance[0] * INDIRECT_INTENSITY,
82
- gi_radiance[1] * INDIRECT_INTENSITY,
83
- gi_radiance[2] * INDIRECT_INTENSITY,
84
- gi_radiance[3] * INDIRECT_INTENSITY,
85
- );
86
-
87
- var irradiance: ${METRO_L1_IRRADIANCE_STRUCT.wgsl_ref};
88
- irradiance = volumetrics_irradiance_sh_add_radiance(irradiance, scaled_gi);
89
-
90
- let to_camera = mat4_extract_position(camera.transform) - position_ws;
91
- let to_camera_len = max(length(to_camera), 1e-5);
92
- let toward_camera = to_camera / to_camera_len;
93
-
94
- var directional_bits = directional_lights_iteration_mask(&light_data);
95
- while (directional_bits != 0u) {
96
- let directional_index = countTrailingZeros(directional_bits);
97
- directional_bits &= ~(1u << directional_index);
98
-
99
- let sun = get_directional_light_info_by_index(&light_data, directional_index);
100
-
101
- let shadow_term = shadowmap_get_directional_light_visibility(
102
- &light_data,
103
- directional_index,
104
- position_ws,
105
- toward_camera,
106
- sun.direction
107
- );
108
-
109
- irradiance = volumetrics_irradiance_sh_add(irradiance, shadow_term * sun.color, sun.direction);
110
- }
111
-
112
- let cluster_meta = world_light_cluster_metadata_by_texel(
113
- build_settings.cascade_index,
114
- local_texel,
115
- tile_size
116
- );
117
-
118
- let cluster_offset = cluster_meta.offset;
119
- let point_count = light_cluster_count_point(cluster_meta.counts);
120
- let spot_count = light_cluster_count_spot(cluster_meta.counts);
121
-
122
- for (var j = 0u; j < min(point_count, ${IRRADIANCE_CLIPMAP_LIGHT_BUDGET}u); j++) {
123
- let light_index = world_cluster_data[cluster_offset + j];
124
- let direct_light = irradiance_clipmap_get_point_light_info_by_index(
125
- &light_data,
126
- light_index,
127
- position_ws,
128
- build_settings.cell_size
129
- );
130
-
131
- if (all(direct_light.color == vec3<f32>(0.0))) {
132
- continue;
133
- }
134
-
135
- let shadow_term = volumetrics_point_light_shadow(&light_data, light_index, position_ws);
136
- irradiance = volumetrics_irradiance_sh_add(irradiance, shadow_term * direct_light.color, direct_light.direction);
137
- }
138
-
139
- for (var k = 0u; k < min(spot_count, ${IRRADIANCE_CLIPMAP_LIGHT_BUDGET}u); k++) {
140
- let light_index = world_cluster_data[cluster_offset + point_count + k];
141
- let direct_light = irradiance_clipmap_get_spot_light_info_by_index(
142
- &light_data,
143
- light_index,
144
- position_ws,
145
- build_settings.cell_size
146
- );
147
-
148
- if (all(direct_light.color == vec3<f32>(0.0))) {
149
- continue;
150
- }
151
-
152
- let shadow_term = volumetrics_spot_light_shadow(&light_data, light_index, position_ws);
153
- irradiance = volumetrics_irradiance_sh_add(irradiance, shadow_term * direct_light.color, direct_light.direction);
154
- }
155
-
156
- let stored = volumetrics_irradiance_sh_storable(irradiance);
157
- let atlas_texel = build_settings.tile_origin + local_texel;
158
-
159
- textureStore(atlas_y, atlas_texel, stored.Y);
160
- textureStore(atlas_cocg, atlas_texel, vec4<f32>(stored.CoCg, 0.0, 0.0));
161
- }
162
- `, [
163
- METRO_L1_IRRADIANCE_STRUCT.declaration_chunk,
164
- chunk_mat4_extract_position,
165
- chunk_irradiance_clipmap_gi_sample,
166
- chunk_world_light_cluster_lookup,
167
- chunk_light_cluster_counts,
168
- chunk_directional_lights_iteration_mask,
169
- chunk_get_directional_light_info_by_index,
170
- chunk_irradiance_clipmap_local_light,
171
- chunk_shadowmap_get_light_visibility,
172
- chunk_volumetrics_local_light_shadow,
173
- chunk_volumetrics_irradiance_sh,
174
- ]
175
- );
176
-
177
- /**
178
- * Populates one cascade's tile (including its 1-texel trilinear skirt) in the synchronized `Y` and
179
- * `CoCg` 3D tile atlases of the world-space irradiance clipmap.
180
- *
181
- * Evaluates indirect lighting (`INDIRECT_LIGHTING`), directional lights (`SHADOW_DIRECTIONAL_TECHNIQUE`),
182
- * and world-space clustered point and spot lights with shadow maps at deterministic world-space
183
- * voxel centres.
184
- *
185
- * @type {ComputeShader}
186
- */
187
- export const shader_irradiance_clipmap_build = ComputeShader.from({
188
- label: "Volumetrics / irradiance clipmap build",
189
- resources,
190
- body,
191
- });
1
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
2
+ import { INDIRECT_LIGHT_INTENSITY } from "../../deferred/INDIRECT_LIGHT_INTENSITY.js";
3
+ import { BRICK4_DATA_STRUCT } from "../../global_illumination/brick4/gpu/BRICK4_DATA_STRUCT.js";
4
+ import { LPV_SHADER_RESOURCE_GROUP_WITH_DEFAULTS } from "../../global_illumination/probe/octahedral/LPV_SHADER_RESOURCE_GROUP.js";
5
+ import { PROBE_CLIPMAP_SAMPLING_GROUP } from "../../global_illumination/probe_clipmap/probe/chunk_probe_clipmap_pick.js";
6
+ import { VIEW_RESOURCE } from "../../view/VIEW_RESOURCE.js";
7
+ import { chunk_light_cluster_counts } from "../../light/cluster/chunk_light_cluster_counts.js";
8
+ import { LIGHT_CLUSTER_LOOKUP_STRUCT } from "../../light/cluster/shader_cluster_assign_lights.js";
9
+ import { ENVIRONMENT_SH_TYPE } from "../../light/environment/shader_project_environment_sh.js";
10
+ import { chunk_world_light_cluster_lookup } from "../../light/world_cluster/chunk_world_light_cluster_lookup.js";
11
+ import { chunk_mat4_extract_position } from "../../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
12
+ import {
13
+ chunk_directional_lights_iteration_mask
14
+ } from "../../shader/chunk/light/io/chunk_directional_lights_iteration_mask.js";
15
+ import {
16
+ chunk_get_directional_light_info_by_index
17
+ } from "../../shader/chunk/light/io/chunk_get_directional_light_info_by_index.js";
18
+ import {
19
+ METRO_L1_IRRADIANCE_STRUCT
20
+ } from "../../shader/chunk/spherical_harmonics/l1i/chunk_convert_to_irradiance_sh.js";
21
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
22
+ import { ComputeShader } from "../../shader/ComputeShader.js";
23
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
24
+ import { f32, i32, u32, vec3i, vec3u } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
25
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
26
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
27
+ import { chunk_shadowmap_get_light_visibility } from "../../shadow/map/shader/chunk_shadowmap_get_light_visibility.js";
28
+ import { SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR } from "../../shadow/map/SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR.js";
29
+ import { chunk_volumetrics_irradiance_sh } from "../chunk_volumetrics_irradiance_sh.js";
30
+ import { chunk_volumetrics_local_light_shadow } from "../chunk_volumetrics_local_light_shadow.js";
31
+ import { chunk_irradiance_clipmap_gi_sample } from "./chunk_irradiance_clipmap_gi_sample.js";
32
+ import { chunk_irradiance_clipmap_local_light } from "./chunk_irradiance_clipmap_local_light.js";
33
+ import {
34
+ IRRADIANCE_CLIPMAP_LIGHT_BUDGET,
35
+ IRRADIANCE_CLIPMAP_TILE_FORMAT,
36
+ } from "./IRRADIANCE_CLIPMAP.js";
37
+
38
+ export const IRRADIANCE_CLIPMAP_BUILD_GROUP_SIZE = Object.freeze([4, 4, 4]);
39
+
40
+ export const IRRADIANCE_CLIPMAP_BUILD_STRUCT = WebGPUStruct.from({
41
+ tile_origin: vec3u,
42
+ cascade_index: u32,
43
+ corner: vec3i,
44
+ cell_size: f32,
45
+ tile_size: vec3u,
46
+ border: i32,
47
+ }, "IrradianceClipmapBuild");
48
+
49
+ const resources = new ShaderResourceSetDescriptor();
50
+
51
+ resources.createGroup()
52
+ .addUniform("build_settings", IRRADIANCE_CLIPMAP_BUILD_STRUCT)
53
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
54
+ .addUniform("environment_sh", ENVIRONMENT_SH_TYPE)
55
+ .addStorageBuffer("brick4", BRICK4_DATA_STRUCT, false, true)
56
+ .addStorageBuffer("light_data", WebGPUArray.u32, false)
57
+ .addStorageBuffer("world_cluster_lookup", LIGHT_CLUSTER_LOOKUP_STRUCT, false)
58
+ .addStorageBuffer("world_cluster_data", WebGPUArray.u32, false)
59
+ .addTexture("shadowmapAtlas", "depth")
60
+ .addSampler("sCompareLinear", "comparison", SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR)
61
+ .addStorageTexture("atlas_y", IRRADIANCE_CLIPMAP_TILE_FORMAT, "3d", "write-only")
62
+ .addStorageTexture("atlas_cocg", IRRADIANCE_CLIPMAP_TILE_FORMAT, "3d", "write-only")
63
+ // the frame index the probe clipmap's pick is jittered by
64
+ .add(VIEW_RESOURCE);
65
+
66
+ resources.addGroup(LPV_SHADER_RESOURCE_GROUP_WITH_DEFAULTS);
67
+ // the probe clipmap's probes, which their owner binds in every mode
68
+ resources.addGroup(PROBE_CLIPMAP_SAMPLING_GROUP);
69
+
70
+ const body = CodeChunk.from(
71
+ //language=WGSL
72
+ `
73
+ @compute @workgroup_size(${IRRADIANCE_CLIPMAP_BUILD_GROUP_SIZE.join(", ")})
74
+ fn main(@builtin(global_invocation_id) local_texel: vec3<u32>) {
75
+ let tile_size = build_settings.tile_size;
76
+ if (any(local_texel >= tile_size)) {
77
+ return;
78
+ }
79
+
80
+ let local_cell = vec3<i32>(local_texel) - vec3<i32>(build_settings.border);
81
+ let world_cell = build_settings.corner + local_cell;
82
+ let position_ws = (vec3<f32>(world_cell) + vec3<f32>(0.5)) * build_settings.cell_size;
83
+
84
+ const INDIRECT_INTENSITY: f32 = ${INDIRECT_LIGHT_INTENSITY};
85
+ let gi_radiance = irradiance_clipmap_gi_sample(position_ws);
86
+ let scaled_gi = array<vec3<f32>, 4>(
87
+ gi_radiance[0] * INDIRECT_INTENSITY,
88
+ gi_radiance[1] * INDIRECT_INTENSITY,
89
+ gi_radiance[2] * INDIRECT_INTENSITY,
90
+ gi_radiance[3] * INDIRECT_INTENSITY,
91
+ );
92
+
93
+ var irradiance: ${METRO_L1_IRRADIANCE_STRUCT.wgsl_ref};
94
+ irradiance = volumetrics_irradiance_sh_add_radiance(irradiance, scaled_gi);
95
+
96
+ let to_camera = mat4_extract_position(camera.transform) - position_ws;
97
+ let to_camera_len = max(length(to_camera), 1e-5);
98
+ let toward_camera = to_camera / to_camera_len;
99
+
100
+ var directional_bits = directional_lights_iteration_mask(&light_data);
101
+ while (directional_bits != 0u) {
102
+ let directional_index = countTrailingZeros(directional_bits);
103
+ directional_bits &= ~(1u << directional_index);
104
+
105
+ let sun = get_directional_light_info_by_index(&light_data, directional_index);
106
+
107
+ let shadow_term = shadowmap_get_directional_light_visibility(
108
+ &light_data,
109
+ directional_index,
110
+ position_ws,
111
+ toward_camera,
112
+ sun.direction
113
+ );
114
+
115
+ irradiance = volumetrics_irradiance_sh_add(irradiance, shadow_term * sun.color, sun.direction);
116
+ }
117
+
118
+ let cluster_meta = world_light_cluster_metadata_by_texel(
119
+ build_settings.cascade_index,
120
+ local_texel,
121
+ tile_size
122
+ );
123
+
124
+ let cluster_offset = cluster_meta.offset;
125
+ let point_count = light_cluster_count_point(cluster_meta.counts);
126
+ let spot_count = light_cluster_count_spot(cluster_meta.counts);
127
+
128
+ for (var j = 0u; j < min(point_count, ${IRRADIANCE_CLIPMAP_LIGHT_BUDGET}u); j++) {
129
+ let light_index = world_cluster_data[cluster_offset + j];
130
+ let direct_light = irradiance_clipmap_get_point_light_info_by_index(
131
+ &light_data,
132
+ light_index,
133
+ position_ws,
134
+ build_settings.cell_size
135
+ );
136
+
137
+ if (all(direct_light.color == vec3<f32>(0.0))) {
138
+ continue;
139
+ }
140
+
141
+ let shadow_term = volumetrics_point_light_shadow(&light_data, light_index, position_ws);
142
+ irradiance = volumetrics_irradiance_sh_add(irradiance, shadow_term * direct_light.color, direct_light.direction);
143
+ }
144
+
145
+ for (var k = 0u; k < min(spot_count, ${IRRADIANCE_CLIPMAP_LIGHT_BUDGET}u); k++) {
146
+ let light_index = world_cluster_data[cluster_offset + point_count + k];
147
+ let direct_light = irradiance_clipmap_get_spot_light_info_by_index(
148
+ &light_data,
149
+ light_index,
150
+ position_ws,
151
+ build_settings.cell_size
152
+ );
153
+
154
+ if (all(direct_light.color == vec3<f32>(0.0))) {
155
+ continue;
156
+ }
157
+
158
+ let shadow_term = volumetrics_spot_light_shadow(&light_data, light_index, position_ws);
159
+ irradiance = volumetrics_irradiance_sh_add(irradiance, shadow_term * direct_light.color, direct_light.direction);
160
+ }
161
+
162
+ let stored = volumetrics_irradiance_sh_storable(irradiance);
163
+ let atlas_texel = build_settings.tile_origin + local_texel;
164
+
165
+ textureStore(atlas_y, atlas_texel, stored.Y);
166
+ textureStore(atlas_cocg, atlas_texel, vec4<f32>(stored.CoCg, 0.0, 0.0));
167
+ }
168
+ `, [
169
+ METRO_L1_IRRADIANCE_STRUCT.declaration_chunk,
170
+ chunk_mat4_extract_position,
171
+ chunk_irradiance_clipmap_gi_sample,
172
+ chunk_world_light_cluster_lookup,
173
+ chunk_light_cluster_counts,
174
+ chunk_directional_lights_iteration_mask,
175
+ chunk_get_directional_light_info_by_index,
176
+ chunk_irradiance_clipmap_local_light,
177
+ chunk_shadowmap_get_light_visibility,
178
+ chunk_volumetrics_local_light_shadow,
179
+ chunk_volumetrics_irradiance_sh,
180
+ ]
181
+ );
182
+
183
+ /**
184
+ * Populates one cascade's tile (including its 1-texel trilinear skirt) in the synchronized `Y` and
185
+ * `CoCg` 3D tile atlases of the world-space irradiance clipmap.
186
+ *
187
+ * Evaluates indirect lighting (`INDIRECT_LIGHTING`), directional lights (`SHADOW_DIRECTIONAL_TECHNIQUE`),
188
+ * and world-space clustered point and spot lights with shadow maps at deterministic world-space
189
+ * voxel centres.
190
+ *
191
+ * @type {ComputeShader}
192
+ */
193
+ export const shader_irradiance_clipmap_build = ComputeShader.from({
194
+ label: "Volumetrics / irradiance clipmap build",
195
+ resources,
196
+ body,
197
+ });
@@ -1,5 +1,5 @@
1
1
  import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
2
- import { F16_MAX_DEFINITION } from "../../shader/chunk/math/F16_MAX_DEFINITION.js";
2
+ import { F16_MAX_DEFINITION } from "../../shader/chunk/math/F16_MAX_DEFINITION.js";
3
3
  import { F32_MAX_DEFINITION } from "../../shader/chunk/math/F32_MAX_DEFINITION.js";
4
4
  import { chunk_rgb_to_YCoCg } from "../../shader/chunk/color/YCoCg/chunk_rgb_to_YCoCg.js";
5
5
  import { chunk_YCoCg_to_rgb } from "../../shader/chunk/color/YCoCg/chunk_YCoCg_to_rgb.js";
@@ -128,7 +128,7 @@ fn main(@builtin(global_invocation_id) voxel_id: vec3<u32>) {
128
128
  value is history, get_std_dev4 in the neighbourhood box turns Inf - Inf into NaN, the clip
129
129
  returns NaN, and mix(NaN, center, 0.05) is NaN for every frame after that. Camera motion does
130
130
  not clear it and the aerial LUT reads the whole screen column behind it through it; only a
131
- resize or a curve change does, via history_reset.
131
+ curve change does, via history_reset.
132
132
 
133
133
  Guarding the STORE rather than the two blend operands is what makes that a closed statement:
134
134
  whatever the resolve did, the froxel this frame either carries a finite value or carries this
@@ -142,12 +142,12 @@ fn main(@builtin(global_invocation_id) voxel_id: vec3<u32>) {
142
142
 
143
143
  let final_finite = all(final_color == final_color) && all(abs(final_color) < vec4f(F32_MAX));
144
144
 
145
- let final_safe = select(current_safe, clamp(final_color, vec4f(0.0), vec4f(F16_MAX)), final_finite);
145
+ let final_safe = select(current_safe, clamp(final_color, vec4f(0.0), vec4f(F16_MAX)), final_finite);
146
146
  textureStore(t_output, voxel_id, final_safe);
147
147
  }
148
148
  `,
149
149
  [
150
- F16_MAX_DEFINITION,
150
+ F16_MAX_DEFINITION,
151
151
  F32_MAX_DEFINITION,
152
152
  chunk_rgb_to_YCoCg,
153
153
  chunk_YCoCg_to_rgb,
@@ -42,7 +42,7 @@ export class GPUWaterRenderer {
42
42
  /** Optional single-pixel readback on the next rendered water frame. No per-frame readback. */
43
43
  request_probe(uv: any): Promise<any>;
44
44
  dispose(): void;
45
- avboit_prepare({ graph, view_ctx, camera, color_texture, depth_texture, normal_texture, hzb_texture, environment_texture, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, shader_switches }: {
45
+ avboit_prepare({ graph, view_ctx, camera, color_texture, depth_texture, normal_texture, hzb_texture, environment_texture, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, shader_switches, probes }: {
46
46
  graph: any;
47
47
  view_ctx: any;
48
48
  camera: any;
@@ -56,6 +56,7 @@ export class GPUWaterRenderer {
56
56
  light_cluster_data: any;
57
57
  shadowmap_atlas: any;
58
58
  shader_switches?: ShaderSwitchSet;
59
+ probes: any;
59
60
  }): {
60
61
  background_color: any;
61
62
  };
@@ -1 +1 @@
1
- {"version":3,"file":"GPUWaterRenderer.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/GPUWaterRenderer.js"],"names":[],"mappings":"AAmBA,sFAAsF;AACtF;IACI,WAAa;IACb,mBAAe;IACf,yBAAqB;IACrB,aAAS;IACT,WAAa;IACb;;;;;;;;;;;MAE6B;IAC7B;;;;OAIG;IACH,QAFU,OAAO,4BAA4B,EAAE,cAAc,GAAC,IAAI,CAEpD;IAmBd;;;OAGG;IACH;;;;;MAA8F;IAC9F;;;OAGG;IACH,wBAAyD;IAMzD,oCAIC;IAED,8FAA8F;IAC9F,qCAgBC;IAED,gBASC;IAuDD;;;;;;;;;;;;;;;;MAoIC;IAQD;;;;;YAMC;IAED;;;;;;;;;;MAOC;IAED;;;;;;;;;;;;;;MAwBC;IAED,gGAAgG;IAChG,mEAYC;;CA2BJ;gCAxX+B,uCAAuC"}
1
+ {"version":3,"file":"GPUWaterRenderer.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/GPUWaterRenderer.js"],"names":[],"mappings":"AAoBA,sFAAsF;AACtF;IACI,WAAa;IACb,mBAAe;IACf,yBAAqB;IACrB,aAAS;IACT,WAAa;IACb;;;;;;;;;;;MAE6B;IAC7B;;;;OAIG;IACH,QAFU,OAAO,4BAA4B,EAAE,cAAc,GAAC,IAAI,CAEpD;IAmBd;;;OAGG;IACH;;;;;MAA8F;IAC9F;;;OAGG;IACH,wBAAyD;IAMzD,oCAIC;IAED,8FAA8F;IAC9F,qCAgBC;IAED,gBASC;IAuDD;;;;;;;;;;;;;;;;;MAuIC;IAQD;;;;;YAMC;IAED;;;;;;;;;;MAOC;IAED;;;;;;;;;;;;;;MAwBC;IAED,gGAAgG;IAChG,mEAYC;;CA2BJ;gCA3X+B,uCAAuC"}
@@ -1,3 +1,4 @@
1
+ import { assert } from "../../../core/assert.js";
1
2
  import { TextureResourceDescriptor } from "../../device/graph/TextureResourceDescriptor.js";
2
3
  import { DEFAULT_DEPTH_TEXTURE_VIEW } from "../depth/DEFAULT_DEPTH_TEXTURE_VIEW.js";
3
4
  import { graph_compute_pass } from "../shader/graph/compute/graph_compute_pass.js";
@@ -157,7 +158,8 @@ export class GPUWaterRenderer {
157
158
 
158
159
  avboit_prepare({ graph, view_ctx, camera, color_texture, depth_texture, normal_texture,
159
160
  hzb_texture, environment_texture, light_cluster_parameters, light_cluster_lookup, light_cluster_data,
160
- shadowmap_atlas, shader_switches = ShaderSwitchSet.EMPTY }) {
161
+ shadowmap_atlas, shader_switches = ShaderSwitchSet.EMPTY, probes }) {
162
+ assert.defined(probes, 'probes');
161
163
  const scene = view_ctx.scene;
162
164
  const settings = { ...this.settings };
163
165
  const probe = this.#probe;
@@ -257,6 +259,8 @@ export class GPUWaterRenderer {
257
259
  brick4: view_ctx.scene.volumetric_light_map.buffer,
258
260
  view: view_ctx.uniform_buffer.buffer,
259
261
  };
262
+ // the probes in every mode: a clipmap of no cascade while the probe clipmap has none
263
+ probes.write_sampling_bindings(shared);
260
264
  const bindings = WATER_FINALIZE_RESOURCES.generateBindings(shared, encoder);
261
265
  const copy_pipeline = shader_water_background_copy.pipeline;
262
266
  const copy_bindings = shader_water_background_copy.descriptor.resources.generateBindings({tScene: shared.tScene}, encoder);
@@ -11,9 +11,19 @@ export const chunk_water_gi_ibl: CodeChunk;
11
11
  */
12
12
  export const chunk_water_gi_brick4: CodeChunk;
13
13
  /**
14
- * The water's indirect lighting by the renderer's mode ({@link INDIRECT_LIGHTING}): IBL, LPV and
15
- * ProbeClipmap {@link chunk_water_gi_ibl}, Brick4 {@link chunk_water_gi_brick4}. A pipeline that links it binds
16
- * `tEnvironment`, `brick4` and `view`, and reads only its own mode's.
14
+ * The probe clipmap (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §9.5): each call one pick at the point, jittered by a
15
+ * hash of the point and the normal, as Brick4's is. The irradiance is π × the picked SH resolved at the normal,
16
+ * the normal standing in for the view, which the irradiance call has none of. The specular is the probes'
17
+ * radiance picked by the normal and the view (§9.3). Where no probe weighs anything, each is the environment's.
18
+ * Reads the probes' group, `view` and `tEnvironment`.
19
+ * @type {CodeChunk}
20
+ */
21
+ export const chunk_water_gi_probe_clipmap: CodeChunk;
22
+ /**
23
+ * The water's indirect lighting by the renderer's mode ({@link INDIRECT_LIGHTING}): IBL and LPV
24
+ * {@link chunk_water_gi_ibl}, Brick4 {@link chunk_water_gi_brick4}, ProbeClipmap
25
+ * {@link chunk_water_gi_probe_clipmap}. A pipeline that links it binds `tEnvironment`, `brick4`, the probes'
26
+ * group and `view`, and reads only its own mode's.
17
27
  * @type {CodeChunkChoice}
18
28
  */
19
29
  export const chunk_water_gi: CodeChunkChoice;
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_water_gi.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/chunk_water_gi.js"],"names":[],"mappings":"AAwBA;;;;GAIG;AACH,iCAFU,SAAS,CAUoC;AAEvD;;;;GAIG;AACH,oCAFU,SAAS,CAgBwB;AAE3C;;;;;GAKG;AACH,6BAFU,eAAe,CAE6C;0BA3D5C,iCAAiC;gCAC3B,uCAAuC"}
1
+ {"version":3,"file":"chunk_water_gi.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/chunk_water_gi.js"],"names":[],"mappings":"AAiCA;;;;GAIG;AACH,iCAFU,SAAS,CAUoC;AAEvD;;;;GAIG;AACH,oCAFU,SAAS,CAgBwB;AAE3C;;;;;;;GAOG;AACH,2CAFU,SAAS,CAwB+E;AAElG;;;;;;GAMG;AACH,6BAFU,eAAe,CAE6C;0BA5F5C,iCAAiC;gCAC3B,uCAAuC"}