@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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@@ -3,8 +3,17 @@ import { chunk_get_ibl_radiance } from "../deferred/indirect/chunk_get_ibl_radia
3
3
  import {
4
4
  chunk_brick4_sample_forward_indirect
5
5
  } from "../global_illumination/brick4/gpu/draw/chunk_brick4_sample_forward_indirect.js";
6
+ import { chunk_probe_clipmap_pick } from "../global_illumination/probe_clipmap/probe/chunk_probe_clipmap_pick.js";
7
+ import {
8
+ chunk_probe_clipmap_sample_radiance
9
+ } from "../global_illumination/probe_clipmap/probe/chunk_probe_clipmap_sample_radiance.js";
6
10
  import { INDIRECT_LIGHTING } from "../INDIRECT_LIGHTING.js";
7
11
  import { ShadeIndirectLightingMode } from "../ShadeIndirectLightingMode.js";
12
+ import { PI_DECLARATION } from "../shader/chunk/math/PI_DECLARATION.js";
13
+ import { chunk_jitter_from_vectors } from "../shader/chunk/random/chunk_jitter_from_vectors.js";
14
+ import {
15
+ chunk_resolve_irradiance_sh_to_diffuse
16
+ } from "../shader/chunk/spherical_harmonics/l1i/chunk_resolve_irradiance_sh_to_diffuse.js";
8
17
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
9
18
  import { CodeChunkChoice } from "../shader/compiler/CodeChunkChoice.js";
10
19
 
@@ -19,7 +28,7 @@ import { CodeChunkChoice } from "../shader/compiler/CodeChunkChoice.js";
19
28
  missed on screen falls back to. view_direction points from the surface to the camera.
20
29
 
21
30
  LPV has no transparent sampling: like the transparent meshes, water uses the environment under it.
22
- So does the probe clipmap, until it samples its own probes.
31
+ The probe clipmap gives both from its probes, the environment where none weighs anything.
23
32
  */
24
33
 
25
34
  /**
@@ -59,9 +68,42 @@ fn water_gi_specular(position: vec3<f32>, normal: vec3<f32>, view_direction: vec
59
68
  `, [chunk_brick4_sample_forward_indirect]);
60
69
 
61
70
  /**
62
- * The water's indirect lighting by the renderer's mode ({@link INDIRECT_LIGHTING}): IBL, LPV and
63
- * ProbeClipmap {@link chunk_water_gi_ibl}, Brick4 {@link chunk_water_gi_brick4}. A pipeline that links it binds
64
- * `tEnvironment`, `brick4` and `view`, and reads only its own mode's.
71
+ * The probe clipmap (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §9.5): each call one pick at the point, jittered by a
72
+ * hash of the point and the normal, as Brick4's is. The irradiance is π × the picked SH resolved at the normal,
73
+ * the normal standing in for the view, which the irradiance call has none of. The specular is the probes'
74
+ * radiance picked by the normal and the view (§9.3). Where no probe weighs anything, each is the environment's.
75
+ * Reads the probes' group, `view` and `tEnvironment`.
76
+ * @type {CodeChunk}
77
+ */
78
+ export const chunk_water_gi_probe_clipmap = CodeChunk.from(/* language=WGSL */ `
79
+ fn water_gi_irradiance(position: vec3<f32>, normal: vec3<f32>) -> vec3<f32> {
80
+ let probes = probe_clipmap_sample_sh(position, normal, normal, jitter_from_vectors(position, normal));
81
+
82
+ if (probes.found) {
83
+ // the resolve gives E/π
84
+ return PI * resolve_irradiance_sh_to_diffuse(probes.sh.Y, probes.sh.CoCg, normal);
85
+ }
86
+
87
+ return get_ibl_irradiance(normal);
88
+ }
89
+
90
+ fn water_gi_specular(position: vec3<f32>, normal: vec3<f32>, view_direction: vec3<f32>, roughness: f32) -> vec3<f32> {
91
+ let probes = probe_clipmap_sample_radiance(position, normal, view_direction, roughness, jitter_from_vectors(position, normal));
92
+
93
+ if (probes.found) {
94
+ return probes.radiance;
95
+ }
96
+
97
+ return get_ibl_radiance(view_direction, normal, roughness);
98
+ }
99
+ `, [chunk_probe_clipmap_pick, chunk_probe_clipmap_sample_radiance, chunk_resolve_irradiance_sh_to_diffuse,
100
+ chunk_jitter_from_vectors, PI_DECLARATION, chunk_get_ibl_irradiance, chunk_get_ibl_radiance]);
101
+
102
+ /**
103
+ * The water's indirect lighting by the renderer's mode ({@link INDIRECT_LIGHTING}): IBL and LPV
104
+ * {@link chunk_water_gi_ibl}, Brick4 {@link chunk_water_gi_brick4}, ProbeClipmap
105
+ * {@link chunk_water_gi_probe_clipmap}. A pipeline that links it binds `tEnvironment`, `brick4`, the probes'
106
+ * group and `view`, and reads only its own mode's.
65
107
  * @type {CodeChunkChoice}
66
108
  */
67
109
  export const chunk_water_gi = CodeChunkChoice.from(INDIRECT_LIGHTING);
@@ -69,4 +111,4 @@ export const chunk_water_gi = CodeChunkChoice.from(INDIRECT_LIGHTING);
69
111
  chunk_water_gi.add(ShadeIndirectLightingMode.IBL, chunk_water_gi_ibl);
70
112
  chunk_water_gi.add(ShadeIndirectLightingMode.Brick4, chunk_water_gi_brick4);
71
113
  chunk_water_gi.add(ShadeIndirectLightingMode.LPV, chunk_water_gi_ibl);
72
- chunk_water_gi.add(ShadeIndirectLightingMode.ProbeClipmap, chunk_water_gi_ibl);
114
+ chunk_water_gi.add(ShadeIndirectLightingMode.ProbeClipmap, chunk_water_gi_probe_clipmap);
@@ -24,7 +24,7 @@ export class GPUWaterQueries {
24
24
  * @param {PipelineEnquiry} enquiry
25
25
  */
26
26
  static enquirePipelines(enquiry: PipelineEnquiry): void;
27
- static "__#271@#execute"(pass: any, resources: any, context: any): void;
27
+ static "__#273@#execute"(pass: any, resources: any, context: any): void;
28
28
  /**
29
29
  * @param {object} options
30
30
  * @param {GPUDevice} options.device
@@ -3,8 +3,9 @@ export function create_water_pipeline(): RenderPipelineDescriptor;
3
3
  export function create_water_finalize_pipeline(switches: any): RenderPipelineDescriptor;
4
4
  export const WATER_TRACE_STRUCT: WebGPUStruct;
5
5
  /**
6
- * The optics: the lights, the environment, and the light map with the view its sampling jitters by.
7
- * Every indirect lighting mode's resources, whichever the pipeline's variant reads (`chunk_water_gi`).
6
+ * The optics: the lights, the environment, the light map and the probe clipmap's probes, with the view
7
+ * their sampling jitters by. Every indirect lighting mode's resources, whichever the pipeline's variant
8
+ * reads (`chunk_water_gi`).
8
9
  */
9
10
  export const WATER_FINALIZE_RESOURCES: ShaderResourceSetDescriptor;
10
11
  export const chunk_water_screen_ray: CodeChunk;
@@ -1 +1 @@
1
- {"version":3,"file":"shader_water.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/shader_water.js"],"names":[],"mappings":"AAyoBA,kEAAuH;AACvH,gFAAgF;AAChF,wFAEC;AAzlBD,8CAKwB;AAwCxB;;;GAGG;AACH,mEAA8D;AA4O9D,+CAsFmB;AAoMnB,4CAAmG;AACnG,uGAAuG;AACvG,qDACgE;AAChE,0DAAyC;yCA7mBA,8DAA8D;6BAwB1E,gCAAgC;4CAJjB,mDAAmD;0BAPrE,iCAAiC;iCAQ1B,+BAA+B"}
1
+ {"version":3,"file":"shader_water.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/shader_water.js"],"names":[],"mappings":"AA+oBA,kEAAuH;AACvH,gFAAgF;AAChF,wFAEC;AA9lBD,8CAKwB;AAwCxB;;;;GAIG;AACH,mEAA8D;AAgP9D,+CAsFmB;AAoMnB,4CAAmG;AACnG,uGAAuG;AACvG,qDACgE;AAChE,0DAAyC;yCAnnBA,8DAA8D;6BAyB1E,gCAAgC;4CAJjB,mDAAmD;0BAPrE,iCAAiC;iCAQ1B,+BAA+B"}
@@ -4,6 +4,7 @@ import { RenderPipelineDescriptor } from "../../descriptor/pipeline/render/Rende
4
4
  import { CAMERA_RESOURCE } from "../camera/CAMERA_RESOURCE.js";
5
5
  import { SHADING_LIGHT_RESOURCE_GROUP } from "../deferred/SHADING_LIGHT_RESOURCE_GROUP.js";
6
6
  import { BRICK4_DATA_STRUCT } from "../global_illumination/brick4/gpu/BRICK4_DATA_STRUCT.js";
7
+ import { PROBE_CLIPMAP_SAMPLING_GROUP } from "../global_illumination/probe_clipmap/probe/chunk_probe_clipmap_pick.js";
7
8
  import { chunk_F_dielectric } from "../shader/chunk/brdf/fresnel/chunk_F_dielectric.js";
8
9
  import { chunk_direction_view_to_world } from "../shader/chunk/camera/chunk_direction_view_to_world.js";
9
10
  import { chunk_direction_world_to_view } from "../shader/chunk/camera/chunk_direction_world_to_view.js";
@@ -96,14 +97,19 @@ function water_resources(finalize = false) {
96
97
  const resources = water_resources();
97
98
 
98
99
  /**
99
- * The optics: the lights, the environment, and the light map with the view its sampling jitters by.
100
- * Every indirect lighting mode's resources, whichever the pipeline's variant reads (`chunk_water_gi`).
100
+ * The optics: the lights, the environment, the light map and the probe clipmap's probes, with the view
101
+ * their sampling jitters by. Every indirect lighting mode's resources, whichever the pipeline's variant
102
+ * reads (`chunk_water_gi`).
101
103
  */
102
104
  export const WATER_FINALIZE_RESOURCES = water_resources(true);
103
105
  WATER_FINALIZE_RESOURCES.addGroup(SHADING_LIGHT_RESOURCE_GROUP);
104
- WATER_FINALIZE_RESOURCES.createGroup()
106
+ const WATER_INDIRECT_GROUP = WATER_FINALIZE_RESOURCES.createGroup()
105
107
  .addStorageBuffer("brick4", BRICK4_DATA_STRUCT, false)
106
108
  .addUniform("view", VIEW_UNIFORM_STRUCT);
109
+ // their owner binds them in every mode
110
+ for (const declaration of PROBE_CLIPMAP_SAMPLING_GROUP.resources) {
111
+ WATER_INDIRECT_GROUP.add(declaration);
112
+ }
107
113
 
108
114
  const surface_body = CodeChunk.from(/* language=WGSL */ `
109
115
  struct WaterVertexOut {
@@ -42,7 +42,7 @@ export class GPUSceneWind {
42
42
  * @param {number} capacity
43
43
  * @returns {GPUTileAtlas3D}
44
44
  */
45
- static "__#173@#make_atlas"(device: GPUDevice, content: ArrayLike<number>, capacity: number): GPUTileAtlas3D;
45
+ static "__#169@#make_atlas"(device: GPUDevice, content: ArrayLike<number>, capacity: number): GPUTileAtlas3D;
46
46
  /**
47
47
  * @param {GPUDevice} device
48
48
  */
@@ -126,6 +126,25 @@ export class CPUBitmapData {
126
126
  * @type {boolean}
127
127
  */
128
128
  is_depth: boolean;
129
+ /**
130
+ * The texture's mip levels past its first, finest first: level `k` is `levels[k - 1]`, and this
131
+ * bitmap is level 0. Each level's extent is its own bitmap's, so a caller says which axes halve —
132
+ * an array texture's layers do not, a volume's depth does.
133
+ *
134
+ * Empty by default: a texture whose mipmaps are not modelled, every level a shader names reading
135
+ * this bitmap, as the emulator always did. One that carries levels serves each from its own, and a
136
+ * level past them reads zero, as robust access may on a device.
137
+ *
138
+ * @type {CPUBitmapData[]}
139
+ */
140
+ levels: CPUBitmapData[];
141
+ /**
142
+ * The bitmap holding mip `level`; see {@link levels}.
143
+ *
144
+ * @param {number} level
145
+ * @returns {CPUBitmapData|undefined} undefined for a level past those carried
146
+ */
147
+ level(level: number): CPUBitmapData | undefined;
129
148
  /** @returns {number} */
130
149
  get width(): number;
131
150
  /** @returns {number} */
@@ -1 +1 @@
1
- {"version":3,"file":"CPUBitmapData.d.ts","sourceRoot":"","sources":["../../../../../src/shade/wgsl/emulator/CPUBitmapData.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH;IAgJI;;;;;OAKG;IACH,wBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,yBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,yBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,uBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,wBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,wBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,0BALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,0BALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;;;;OAQG;IACH,sBALW,MAAM,WACN,MAAM,UACN,MAAM,GACJ,aAAa,CAQzB;IA3MD;;;;;;OAMG;IACH,kBANW,UAAU,MAAM,CAAC,aACjB,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,EAmBhB;IA3DD;;;OAGG;IACH,MAFU,YAAY,kBAAkB,SAAS,GAAG,UAAU,GAAG,UAAU,GAAG,UAAU,GAAG,WAAW,GAAG,WAAW,GAAG,MAAM,EAAE,CAE1H;IAEL;;;OAGG;IACH,WAFU,MAAM,CAEN;IAEV;;;;OAIG;IACH,MAFU,WAAW,CAEhB;IAEL;;;;;;;;;;;;;OAaG;IACH,UAFU,OAAO,CAEA;IA4BjB,wBAAwB;IACxB,oBAAoC;IACpC,wBAAwB;IACxB,qBAAqC;IACrC,wBAAwB;IACxB,oBAAoC;IAEpC;;;;;;;;;OASG;IACH,gCAIC;IAED;;;;;;;OAOG;IACH,gBALW,MAAM,KACN,MAAM,KACN,MAAM,GACJ,MAAM,CAMlB;IAED;;;;;;;;;OASG;IACH,QANW,MAAM,KACN,MAAM,KACN,MAAM,OACN,UAAU,MAAM,CAAC,GAAG;QAAE,CAAC,CAAC,EAAE,MAAM,GAAG,MAAM,CAAA;KAAE,eAC3C,MAAM,QAWhB;IAED;;;;;;;;;OASG;IACH,SANW,MAAM,KACN,MAAM,KACN,MAAM,OACN,UAAU,MAAM,CAAC,eACjB,MAAM,QAQhB;CAwGJ"}
1
+ {"version":3,"file":"CPUBitmapData.d.ts","sourceRoot":"","sources":["../../../../../src/shade/wgsl/emulator/CPUBitmapData.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH;IA2KI;;;;;OAKG;IACH,wBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,yBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,yBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,uBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,wBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,wBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,0BALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,0BALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;;;;OAQG;IACH,sBALW,MAAM,WACN,MAAM,UACN,MAAM,GACJ,aAAa,CAQzB;IA3MD;;;;;;OAMG;IACH,kBANW,UAAU,MAAM,CAAC,aACjB,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,EAmBhB;IAtFD;;;OAGG;IACH,MAFU,YAAY,kBAAkB,SAAS,GAAG,UAAU,GAAG,UAAU,GAAG,UAAU,GAAG,WAAW,GAAG,WAAW,GAAG,MAAM,EAAE,CAE1H;IAEL;;;OAGG;IACH,WAFU,MAAM,CAEN;IAEV;;;;OAIG;IACH,MAFU,WAAW,CAEhB;IAEL;;;;;;;;;;;;;OAaG;IACH,UAFU,OAAO,CAEA;IAEjB;;;;;;;;;;OAUG;IACH,QAFU,aAAa,EAAE,CAEb;IAEZ;;;;;OAKG;IACH,aAHW,MAAM,GACJ,aAAa,GAAC,SAAS,CAQnC;IA4BD,wBAAwB;IACxB,oBAAoC;IACpC,wBAAwB;IACxB,qBAAqC;IACrC,wBAAwB;IACxB,oBAAoC;IAEpC;;;;;;;;;OASG;IACH,gCAIC;IAED;;;;;;;OAOG;IACH,gBALW,MAAM,KACN,MAAM,KACN,MAAM,GACJ,MAAM,CAMlB;IAED;;;;;;;;;OASG;IACH,QANW,MAAM,KACN,MAAM,KACN,MAAM,OACN,UAAU,MAAM,CAAC,GAAG;QAAE,CAAC,CAAC,EAAE,MAAM,GAAG,MAAM,CAAA;KAAE,eAC3C,MAAM,QAWhB;IAED;;;;;;;;;OASG;IACH,SANW,MAAM,KACN,MAAM,KACN,MAAM,OACN,UAAU,MAAM,CAAC,eACjB,MAAM,QAQhB;CAwGJ"}
@@ -58,6 +58,33 @@ export class CPUBitmapData {
58
58
  */
59
59
  is_depth = false;
60
60
 
61
+ /**
62
+ * The texture's mip levels past its first, finest first: level `k` is `levels[k - 1]`, and this
63
+ * bitmap is level 0. Each level's extent is its own bitmap's, so a caller says which axes halve —
64
+ * an array texture's layers do not, a volume's depth does.
65
+ *
66
+ * Empty by default: a texture whose mipmaps are not modelled, every level a shader names reading
67
+ * this bitmap, as the emulator always did. One that carries levels serves each from its own, and a
68
+ * level past them reads zero, as robust access may on a device.
69
+ *
70
+ * @type {CPUBitmapData[]}
71
+ */
72
+ levels = [];
73
+
74
+ /**
75
+ * The bitmap holding mip `level`; see {@link levels}.
76
+ *
77
+ * @param {number} level
78
+ * @returns {CPUBitmapData|undefined} undefined for a level past those carried
79
+ */
80
+ level(level) {
81
+ if (level === 0 || this.levels.length === 0) {
82
+ return this;
83
+ }
84
+
85
+ return this.levels[level - 1];
86
+ }
87
+
61
88
  /**
62
89
  * @param {ArrayLike<number>} data
63
90
  * @param {number} item_size
@@ -1 +1 @@
1
- {"version":3,"file":"WGSLLanguageCore.d.ts","sourceRoot":"","sources":["../../../../../src/shade/wgsl/emulator/WGSLLanguageCore.js"],"names":[],"mappings":";IAk0DA;;;;;;;;;;;;;OAaG;IACH,+DAyFC"}
1
+ {"version":3,"file":"WGSLLanguageCore.d.ts","sourceRoot":"","sources":["../../../../../src/shade/wgsl/emulator/WGSLLanguageCore.js"],"names":[],"mappings":";IAu1DA;;;;;;;;;;;;;OAaG;IACH,+DAyFC"}
@@ -26,6 +26,18 @@ const FALLBACK_LINEAR_CLAMP_SAMPLER = Object.freeze({
26
26
  * @param {import("./CPUBitmapData.js").CPUBitmapData} texture
27
27
  * @returns {number[]}
28
28
  */
29
+ /**
30
+ * The bitmap holding mip `level` of texture `t` — `t` itself at level 0, so whatever a spec binds in
31
+ * place of a {@link CPUBitmapData} still serves its one level; see `CPUBitmapData.levels`.
32
+ *
33
+ * @param {import("./CPUBitmapData.js").CPUBitmapData} t
34
+ * @param {number} level
35
+ * @returns {import("./CPUBitmapData.js").CPUBitmapData|undefined} undefined past the levels `t` carries
36
+ */
37
+ function texture_level(t, level) {
38
+ return level === 0 ? t : t.level(level);
39
+ }
40
+
29
41
  /**
30
42
  * How many axes a texel coordinate addresses: a scalar for a 1D texture, a vector of the texture's
31
43
  * dimension otherwise. WGSL makes a coordinate match the texture's declaration, so this is the
@@ -1182,8 +1194,9 @@ export const WGSLLanguageCore = {
1182
1194
  // load and store builtins count the axes of their coordinate, and `textureDimensions` is
1183
1195
  // compiled to the variant its declaration selects. Sampling routes through
1184
1196
  // `cpu_texture_sample`, which honours the bound `SamplerDescriptor`'s
1185
- // address modes and filter. Mipmaps are not modelled (LOD 0 only) -
1186
- // see cpu_texture_sample header for details.
1197
+ // address modes and filter. Sampling reads LOD 0 only - see cpu_texture_sample
1198
+ // header for details. `textureLoad` and `textureDimensions` read the level they
1199
+ // name of a bitmap that carries its levels (`CPUBitmapData.levels`).
1187
1200
  // ---------------------------------------------------------------------
1188
1201
 
1189
1202
  /**
@@ -1199,9 +1212,13 @@ export const WGSLLanguageCore = {
1199
1212
  * as such. Handing that code a vec4 would turn every use into a component-wise broadcast that
1200
1213
  * neither throws nor matches the device.
1201
1214
  *
1215
+ * The level named reads that level of a bitmap carrying its levels, and zero past them; a bitmap
1216
+ * carrying none serves every level from itself (`CPUBitmapData.levels`).
1217
+ *
1202
1218
  * @param {import("./CPUBitmapData.js").CPUBitmapData} t
1203
1219
  * @param {Int32Array | Uint32Array | number[] | number} coords
1204
- * @param {number} [_level] - ignored, mipmaps are not modelled
1220
+ * @param {number} [_level_or_index] - the level, or the array index in the four-argument form
1221
+ * @param {number} [_array_level] - the level in the four-argument form
1205
1222
  * @returns {Float32Array | number}
1206
1223
  */
1207
1224
  textureLoad(t, coords, _level_or_index = 0, _array_level = undefined) {
@@ -1218,20 +1235,22 @@ export const WGSLLanguageCore = {
1218
1235
  CPUBitmapData, exactly like a 3D texture; only the call shape tells them apart.
1219
1236
  */
1220
1237
  const z = (_array_level !== undefined ? _level_or_index : (dim >= 3 ? coords[2] : 0)) | 0;
1238
+ const level = texture_level(t, (_array_level !== undefined ? _array_level : _level_or_index) | 0);
1221
1239
  const item_size = t.item_size;
1222
- const out_of_bounds = x < 0 || x >= t.size[0] || y < 0 || y >= t.size[1] || z < 0 || z >= t.size[2];
1240
+ const out_of_bounds = level === undefined
1241
+ || x < 0 || x >= level.size[0] || y < 0 || y >= level.size[1] || z < 0 || z >= level.size[2];
1223
1242
 
1224
1243
  if (t.is_depth === true) {
1225
- return out_of_bounds ? 0.0 : t.data[t.pixel_offset(x, y, z)];
1244
+ return out_of_bounds ? 0.0 : level.data[level.pixel_offset(x, y, z)];
1226
1245
  }
1227
1246
 
1228
1247
  if (item_size < 4) out[3] = 1.0;
1229
1248
  if (out_of_bounds) {
1230
1249
  return out;
1231
1250
  }
1232
- const base = t.pixel_offset(x, y, z);
1251
+ const base = level.pixel_offset(x, y, z);
1233
1252
  const n = Math.min(item_size, 4);
1234
- for (let i = 0; i < n; i++) out[i] = t.data[base + i];
1253
+ for (let i = 0; i < n; i++) out[i] = level.data[base + i];
1235
1254
  return out;
1236
1255
  },
1237
1256
 
@@ -1584,8 +1603,8 @@ export const WGSLLanguageCore = {
1584
1603
  t.write(x, y, z, value_or_index);
1585
1604
  },
1586
1605
 
1587
- // CPUBitmapData models one stored mip level.
1588
- textureNumLevels(_t) { return 1; },
1606
+ // the levels the bitmap carries, itself the first (`CPUBitmapData.levels`)
1607
+ textureNumLevels(t) { return 1 + t.levels.length; },
1589
1608
 
1590
1609
  /*
1591
1610
  `textureDimensions(t, level)` comes in three variants, one per number of components it returns,
@@ -1597,35 +1616,37 @@ export const WGSLLanguageCore = {
1597
1616
  /**
1598
1617
  * `textureDimensions` of a `texture_1d` or `texture_storage_1d`.
1599
1618
  * @param {import("./CPUBitmapData.js").CPUBitmapData} t
1600
- * @param {number} [_level] - ignored, mipmaps are not modelled
1619
+ * @param {number} [level] - of a bitmap carrying its levels; see `CPUBitmapData.levels`
1601
1620
  * @returns {number}
1602
1621
  */
1603
- textureDimensions_1d(t, _level = 0) {
1622
+ textureDimensions_1d(t, level = 0) {
1604
1623
  assert.defined(t, 'texture');
1605
- return t.size[0];
1624
+ return texture_level(t, level).size[0];
1606
1625
  },
1607
1626
 
1608
1627
  /**
1609
1628
  * `textureDimensions` of a 2D, array, cube or multisampled texture. An array texture's layers
1610
1629
  * are not part of it.
1611
1630
  * @param {import("./CPUBitmapData.js").CPUBitmapData} t
1612
- * @param {number} [_level] - ignored, mipmaps are not modelled
1631
+ * @param {number} [level] - of a bitmap carrying its levels; see `CPUBitmapData.levels`
1613
1632
  * @returns {Uint32Array}
1614
1633
  */
1615
- textureDimensions_2d(t, _level = 0) {
1634
+ textureDimensions_2d(t, level = 0) {
1616
1635
  assert.defined(t, 'texture');
1617
- return new Uint32Array([t.size[0], t.size[1]]);
1636
+ const size = texture_level(t, level).size;
1637
+ return new Uint32Array([size[0], size[1]]);
1618
1638
  },
1619
1639
 
1620
1640
  /**
1621
1641
  * `textureDimensions` of a `texture_3d` or `texture_storage_3d`.
1622
1642
  * @param {import("./CPUBitmapData.js").CPUBitmapData} t
1623
- * @param {number} [_level] - ignored, mipmaps are not modelled
1643
+ * @param {number} [level] - of a bitmap carrying its levels; see `CPUBitmapData.levels`
1624
1644
  * @returns {Uint32Array}
1625
1645
  */
1626
- textureDimensions_3d(t, _level = 0) {
1646
+ textureDimensions_3d(t, level = 0) {
1627
1647
  assert.defined(t, 'texture');
1628
- return new Uint32Array([t.size[0], t.size[1], t.size[2]]);
1648
+ const size = texture_level(t, level).size;
1649
+ return new Uint32Array([size[0], size[1], size[2]]);
1629
1650
  },
1630
1651
 
1631
1652
  // ---------------------------------------------------------------------
@@ -0,0 +1,56 @@
1
+ /**
2
+ * A value that trails another one down: the "ghost" behind a bar's fill that shows how much was just lost.
3
+ *
4
+ * When the target drops, the trail holds where it was for {@link delay_ms}, then eases down to the target over
5
+ * {@link duration_ms}. A further drop while it holds or eases restarts the hold from wherever the trail is. When
6
+ * the target rises above the trail, the trail jumps to it at once.
7
+ *
8
+ * Time is passed in, in milliseconds on any monotonic clock, so the trail can be driven and checked without one.
9
+ */
10
+ export class GhostTrail {
11
+ /**
12
+ * How long the trail holds after a drop before it starts to move
13
+ * @type {number}
14
+ */
15
+ delay_ms: number;
16
+ /**
17
+ * How long the ease from the held value down to the target takes; 0 snaps once the hold ends
18
+ * @type {number}
19
+ */
20
+ duration_ms: number;
21
+ /**
22
+ * @type {number}
23
+ * @private
24
+ */
25
+ private __from;
26
+ /**
27
+ * @type {number}
28
+ * @private
29
+ */
30
+ private __to;
31
+ /**
32
+ * When the current hold began
33
+ * @type {number}
34
+ * @private
35
+ */
36
+ private __drop_time;
37
+ /**
38
+ * Tell the trail its target's new value.
39
+ * @param {number} target
40
+ * @param {number} time_ms
41
+ */
42
+ set(target: number, time_ms: number): void;
43
+ /**
44
+ * Where the trail is at a given time; never below its target.
45
+ * @param {number} time_ms
46
+ * @returns {number}
47
+ */
48
+ sample(time_ms: number): number;
49
+ /**
50
+ * Whether the trail has reached its target and will not move until {@link set} is called again
51
+ * @param {number} time_ms
52
+ * @returns {boolean}
53
+ */
54
+ is_settled(time_ms: number): boolean;
55
+ }
56
+ //# sourceMappingURL=GhostTrail.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GhostTrail.d.ts","sourceRoot":"","sources":["../../../../../../src/view/elements/progress/segmented/GhostTrail.js"],"names":[],"mappings":"AAEA;;;;;;;;GAQG;AACH;IACI;;;OAGG;IACH,UAFU,MAAM,CAED;IAEf;;;OAGG;IACH,aAFU,MAAM,CAEE;IAElB;;;OAGG;IACH,eAAW;IAEX;;;OAGG;IACH,aAAS;IAET;;;;OAIG;IACH,oBAAgB;IAEhB;;;;OAIG;IACH,YAHW,MAAM,WACN,MAAM,QAahB;IAED;;;;OAIG;IACH,gBAHW,MAAM,GACJ,MAAM,CAuBlB;IAED;;;;OAIG;IACH,oBAHW,MAAM,GACJ,OAAO,CAInB;CACJ"}
@@ -0,0 +1,98 @@
1
+ import { smoothStep } from "../../../../core/math/smoothStep.js";
2
+
3
+ /**
4
+ * A value that trails another one down: the "ghost" behind a bar's fill that shows how much was just lost.
5
+ *
6
+ * When the target drops, the trail holds where it was for {@link delay_ms}, then eases down to the target over
7
+ * {@link duration_ms}. A further drop while it holds or eases restarts the hold from wherever the trail is. When
8
+ * the target rises above the trail, the trail jumps to it at once.
9
+ *
10
+ * Time is passed in, in milliseconds on any monotonic clock, so the trail can be driven and checked without one.
11
+ */
12
+ export class GhostTrail {
13
+ /**
14
+ * How long the trail holds after a drop before it starts to move
15
+ * @type {number}
16
+ */
17
+ delay_ms = 450;
18
+
19
+ /**
20
+ * How long the ease from the held value down to the target takes; 0 snaps once the hold ends
21
+ * @type {number}
22
+ */
23
+ duration_ms = 350;
24
+
25
+ /**
26
+ * @type {number}
27
+ * @private
28
+ */
29
+ __from = 0;
30
+
31
+ /**
32
+ * @type {number}
33
+ * @private
34
+ */
35
+ __to = 0;
36
+
37
+ /**
38
+ * When the current hold began
39
+ * @type {number}
40
+ * @private
41
+ */
42
+ __drop_time = 0;
43
+
44
+ /**
45
+ * Tell the trail its target's new value.
46
+ * @param {number} target
47
+ * @param {number} time_ms
48
+ */
49
+ set(target, time_ms) {
50
+ const current = this.sample(time_ms);
51
+
52
+ if (target >= current) {
53
+ this.__from = target;
54
+ this.__to = target;
55
+ } else {
56
+ this.__from = current;
57
+ this.__to = target;
58
+ this.__drop_time = time_ms;
59
+ }
60
+ }
61
+
62
+ /**
63
+ * Where the trail is at a given time; never below its target.
64
+ * @param {number} time_ms
65
+ * @returns {number}
66
+ */
67
+ sample(time_ms) {
68
+ const from = this.__from;
69
+ const to = this.__to;
70
+
71
+ if (from === to) {
72
+ return to;
73
+ }
74
+
75
+ const start = this.__drop_time + this.delay_ms;
76
+
77
+ if (time_ms < start) {
78
+ return from;
79
+ }
80
+
81
+ const end = start + this.duration_ms;
82
+
83
+ if (time_ms >= end) {
84
+ return to;
85
+ }
86
+
87
+ return from + (to - from) * smoothStep(start, end, time_ms);
88
+ }
89
+
90
+ /**
91
+ * Whether the trail has reached its target and will not move until {@link set} is called again
92
+ * @param {number} time_ms
93
+ * @returns {boolean}
94
+ */
95
+ is_settled(time_ms) {
96
+ return this.__from === this.__to || time_ms >= this.__drop_time + this.delay_ms + this.duration_ms;
97
+ }
98
+ }
@@ -1,5 +1,7 @@
1
1
  /**
2
- *
2
+ * @deprecated {@link SegmentedResourceBarView} no longer reads this: its canvas notches gave way to DOM notches
3
+ * styled by `segmented-resource-bar.css`, and this ladder's tiers changed meaning with the bar's max. Pass
4
+ * {@link SegmentTier}s as `tiers`, or rely on {@link SEGMENT_TIERS_DEFAULT}.
3
5
  * @type {SegmentDefinition[]}
4
6
  */
5
7
  export const RESOURCE_BAR_SEGMENTS: SegmentDefinition[];
@@ -1 +1 @@
1
- {"version":3,"file":"RESOURCE_BAR_SEGMENTS.d.ts","sourceRoot":"","sources":["../../../../../../src/view/elements/progress/segmented/RESOURCE_BAR_SEGMENTS.js"],"names":[],"mappings":"AAEA;;;GAGG;AACH,oCAFU,iBAAiB,EAAE,CAiL3B;kCArLgC,wBAAwB"}
1
+ {"version":3,"file":"RESOURCE_BAR_SEGMENTS.d.ts","sourceRoot":"","sources":["../../../../../../src/view/elements/progress/segmented/RESOURCE_BAR_SEGMENTS.js"],"names":[],"mappings":"AAEA;;;;;GAKG;AACH,oCAFU,iBAAiB,EAAE,CAiL3B;kCAvLgC,wBAAwB"}
@@ -1,7 +1,9 @@
1
1
  import { SegmentDefinition } from "./SegmentDefinition.js";
2
2
 
3
3
  /**
4
- *
4
+ * @deprecated {@link SegmentedResourceBarView} no longer reads this: its canvas notches gave way to DOM notches
5
+ * styled by `segmented-resource-bar.css`, and this ladder's tiers changed meaning with the bar's max. Pass
6
+ * {@link SegmentTier}s as `tiers`, or rely on {@link SEGMENT_TIERS_DEFAULT}.
5
7
  * @type {SegmentDefinition[]}
6
8
  */
7
9
  export const RESOURCE_BAR_SEGMENTS = [
@@ -0,0 +1,11 @@
1
+ /**
2
+ * Decade ladder a {@link SegmentedResourceBarView} uses when given no tiers: a short notch every 10, a full one
3
+ * every 100, a wide one every 1000. Each marks the same amount on every bar; the finer ones drop out on bars
4
+ * where they would crowd. The class names are styled by `segmented-resource-bar.css`, and a caller's own tiers
5
+ * may reuse them.
6
+ *
7
+ * @type {SegmentTier[]}
8
+ */
9
+ export const SEGMENT_TIERS_DEFAULT: SegmentTier[];
10
+ import { SegmentTier } from "./SegmentTier.js";
11
+ //# sourceMappingURL=SEGMENT_TIERS_DEFAULT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SEGMENT_TIERS_DEFAULT.d.ts","sourceRoot":"","sources":["../../../../../../src/view/elements/progress/segmented/SEGMENT_TIERS_DEFAULT.js"],"names":[],"mappings":"AAEA;;;;;;;GAOG;AACH,oCAFU,WAAW,EAAE,CAMrB;4BAd0B,kBAAkB"}
@@ -0,0 +1,15 @@
1
+ import { SegmentTier } from "./SegmentTier.js";
2
+
3
+ /**
4
+ * Decade ladder a {@link SegmentedResourceBarView} uses when given no tiers: a short notch every 10, a full one
5
+ * every 100, a wide one every 1000. Each marks the same amount on every bar; the finer ones drop out on bars
6
+ * where they would crowd. The class names are styled by `segmented-resource-bar.css`, and a caller's own tiers
7
+ * may reuse them.
8
+ *
9
+ * @type {SegmentTier[]}
10
+ */
11
+ export const SEGMENT_TIERS_DEFAULT = [
12
+ SegmentTier.from(10, 'segment-tier-minor', 1, 4),
13
+ SegmentTier.from(100, 'segment-tier-major', 1, 3),
14
+ SegmentTier.from(1000, 'segment-tier-super', 2, 0),
15
+ ];
@@ -1,3 +1,6 @@
1
+ /**
2
+ * @deprecated a canvas-drawn notch, which {@link SegmentedResourceBarView} no longer uses; see {@link SegmentTier}
3
+ */
1
4
  export class SegmentDefinition {
2
5
  /**
3
6
  * @return {SegmentDefinition}
@@ -1 +1 @@
1
- {"version":3,"file":"SegmentDefinition.d.ts","sourceRoot":"","sources":["../../../../../../src/view/elements/progress/segmented/SegmentDefinition.js"],"names":[],"mappings":"AAAA;IAaI;;;;OAIG;IACH,mBAHW,MAAM,kCADL,iBAAiB,CAW5B;IAxBD,cAAU;IAEV;;;;;OAKG;IACH,UAJW,wBAAwB,KACxB,MAAM,UACN,MAAM,QAIhB;CAeJ"}
1
+ {"version":3,"file":"SegmentDefinition.d.ts","sourceRoot":"","sources":["../../../../../../src/view/elements/progress/segmented/SegmentDefinition.js"],"names":[],"mappings":"AAAA;;GAEG;AACH;IAaI;;;;OAIG;IACH,mBAHW,MAAM,kCADL,iBAAiB,CAW5B;IAxBD,cAAU;IAEV;;;;;OAKG;IACH,UAJW,wBAAwB,KACxB,MAAM,UACN,MAAM,QAIhB;CAeJ"}
@@ -1,3 +1,6 @@
1
+ /**
2
+ * @deprecated a canvas-drawn notch, which {@link SegmentedResourceBarView} no longer uses; see {@link SegmentTier}
3
+ */
1
4
  export class SegmentDefinition {
2
5
  value = 0;
3
6
 
@@ -0,0 +1,38 @@
1
+ /**
2
+ * One level of notch on a {@link SegmentedResourceBarView}.
3
+ *
4
+ * A tier has a fixed meaning: it marks every multiple of {@link unit} that no coarser tier marks, on every
5
+ * bar, whatever the bar's max. A tier is dropped when its notches would sit closer than
6
+ * {@link min_spacing_px} on screen, finest first.
7
+ */
8
+ export class SegmentTier {
9
+ /**
10
+ * @param {number} unit
11
+ * @param {string} class_name
12
+ * @param {number} width_px
13
+ * @param {number} min_spacing_px
14
+ * @returns {SegmentTier}
15
+ */
16
+ static from(unit: number, class_name: string, width_px: number, min_spacing_px: number): SegmentTier;
17
+ /**
18
+ * Amount between two notches of this tier, in the bar's own units (e.g. 100 hit points)
19
+ * @type {number}
20
+ */
21
+ unit: number;
22
+ /**
23
+ * CSS class every notch of this tier carries; the stylesheet owns its colour, height and highlight
24
+ * @type {string}
25
+ */
26
+ class_name: string;
27
+ /**
28
+ * Notch width in CSS pixels, scaled by the whole part of the device pixel ratio so it stays whole device pixels
29
+ * @type {number}
30
+ */
31
+ width_px: number;
32
+ /**
33
+ * Below this on-screen spacing between neighbouring notches, in CSS pixels, the tier is dropped
34
+ * @type {number}
35
+ */
36
+ min_spacing_px: number;
37
+ }
38
+ //# sourceMappingURL=SegmentTier.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SegmentTier.d.ts","sourceRoot":"","sources":["../../../../../../src/view/elements/progress/segmented/SegmentTier.js"],"names":[],"mappings":"AAAA;;;;;;GAMG;AACH;IAyBI;;;;;;OAMG;IACH,kBANW,MAAM,cACN,MAAM,YACN,MAAM,kBACN,MAAM,GACJ,WAAW,CAWvB;IAxCD;;;OAGG;IACH,MAFU,MAAM,CAEP;IAET;;;OAGG;IACH,YAFU,MAAM,CAEA;IAEhB;;;OAGG;IACH,UAFU,MAAM,CAEH;IAEb;;;OAGG;IACH,gBAFU,MAAM,CAEG;CAmBtB"}