@woosh/meep-engine 3.58.0 → 3.60.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (818) hide show
  1. package/editor/particles/effect/ParticleEffectDocument.d.ts +162 -43
  2. package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -1
  3. package/editor/particles/effect/ParticleEffectDocument.js +450 -43
  4. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +12 -3
  5. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  6. package/editor/particles/effect/ParticleReferenceSimulation.js +78 -23
  7. package/editor/particles/effect/make_starter_particle_effect.js +17 -17
  8. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts +3 -3
  9. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts.map +1 -1
  10. package/editor/view/particles/effect/ParticleEmitterInspectorView.js +224 -67
  11. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  12. package/editor/view/particles/effect/ParticleGraphEditorView.js +44 -11
  13. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts +2 -1
  14. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts.map +1 -1
  15. package/editor/view/particles/effect/ParticleNodeParametersView.js +46 -16
  16. package/editor/view/particles/effect/ParticlePreviewView.js +2 -2
  17. package/editor/view/particles/effect/particle-editor.css +77 -68
  18. package/package.json +1 -1
  19. package/src/engine/Engine.d.ts.map +1 -1
  20. package/src/engine/Engine.js +2 -2
  21. package/src/engine/ecs/EntityManager.d.ts +29 -5
  22. package/src/engine/ecs/EntityManager.d.ts.map +1 -1
  23. package/src/engine/ecs/EntityManager.js +37 -1
  24. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  25. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +4 -0
  26. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +74 -17
  27. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
  28. package/src/engine/graphics/ecs/particles/ParticleEffect.js +156 -25
  29. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +13 -3
  30. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
  31. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +59 -13
  32. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +3 -3
  33. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +9 -9
  34. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.d.ts +15 -0
  35. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.d.ts.map +1 -0
  36. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.js +78 -0
  37. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts +2 -0
  38. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts.map +1 -1
  39. package/src/engine/graphics/ecs/trail3d/Trail3D.js +2 -0
  40. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.js +1 -1
  41. package/src/engine/graphics/ecs/trail3d/seed_trail_tube.js +1 -1
  42. package/src/engine/graphics/trail/tube/TubeX.d.ts +5 -3
  43. package/src/engine/graphics/trail/tube/TubeX.d.ts.map +1 -1
  44. package/src/engine/graphics/trail/tube/TubeX.js +5 -3
  45. package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts +3 -2
  46. package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts.map +1 -1
  47. package/src/engine/graphics/trail/tube/tube_attributes_spec.js +9 -8
  48. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +65 -4
  49. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  50. package/src/engine/graphics3/GPUParticleEmitterSystem.js +1351 -904
  51. package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts +1 -1
  52. package/src/engine/graphics3/trail/trail_tube_write_geometry.js +13 -13
  53. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  54. package/src/generation/foliage/FOLIAGE_DESIGN.md +26 -5
  55. package/src/generation/foliage/LOD_REWORK_BRIEF_2026_10_27.md +35 -0
  56. package/src/generation/foliage/SELF_ORGANIZING_FRAMEWORK_BRIEF_2026_10_26.md +2 -1
  57. package/src/generation/foliage/TWO_FRONT_ENDS_BRIEF_2026_10_28.md +552 -0
  58. package/src/generation/foliage/analysis/tree_crown_opacity.d.ts.map +1 -1
  59. package/src/generation/foliage/analysis/tree_crown_opacity.js +2 -1
  60. package/src/generation/foliage/analysis/tree_render_cost.d.ts +5 -3
  61. package/src/generation/foliage/analysis/tree_render_cost.d.ts.map +1 -1
  62. package/src/generation/foliage/analysis/tree_render_cost.js +8 -7
  63. package/src/generation/foliage/asset/TreeAsset.d.ts +17 -0
  64. package/src/generation/foliage/asset/TreeAsset.d.ts.map +1 -1
  65. package/src/generation/foliage/asset/TreeAsset.js +20 -0
  66. package/src/generation/foliage/asset/TreeSpeciesCache.d.ts +69 -0
  67. package/src/generation/foliage/asset/TreeSpeciesCache.d.ts.map +1 -0
  68. package/src/generation/foliage/asset/TreeSpeciesCache.js +147 -0
  69. package/src/generation/foliage/asset/generate_tree.d.ts +10 -0
  70. package/src/generation/foliage/asset/generate_tree.d.ts.map +1 -1
  71. package/src/generation/foliage/asset/generate_tree.js +57 -29
  72. package/src/generation/foliage/asset/place_tree.d.ts +2 -1
  73. package/src/generation/foliage/asset/place_tree.d.ts.map +1 -1
  74. package/src/generation/foliage/asset/place_tree.js +2 -1
  75. package/src/generation/foliage/asset/tree_lod_plan.d.ts +4 -2
  76. package/src/generation/foliage/asset/tree_lod_plan.d.ts.map +1 -1
  77. package/src/generation/foliage/asset/tree_lod_plan.js +12 -14
  78. package/src/generation/foliage/asset/tree_shoot_instances.d.ts +119 -0
  79. package/src/generation/foliage/asset/tree_shoot_instances.d.ts.map +1 -0
  80. package/src/generation/foliage/asset/tree_shoot_instances.js +410 -0
  81. package/src/generation/foliage/asset/tree_shoot_prototypes.d.ts +155 -0
  82. package/src/generation/foliage/asset/tree_shoot_prototypes.d.ts.map +1 -0
  83. package/src/generation/foliage/asset/tree_shoot_prototypes.js +251 -0
  84. package/src/generation/foliage/config/TreeGrowth.d.ts +10 -0
  85. package/src/generation/foliage/config/TreeGrowth.d.ts.map +1 -0
  86. package/src/generation/foliage/config/TreeGrowth.js +18 -0
  87. package/src/generation/foliage/config/TreeLODConfig.d.ts +6 -0
  88. package/src/generation/foliage/config/TreeLODConfig.d.ts.map +1 -1
  89. package/src/generation/foliage/config/TreeLODConfig.js +7 -0
  90. package/src/generation/foliage/index.d.ts +3 -0
  91. package/src/generation/foliage/index.js +3 -0
  92. package/src/generation/foliage/material/foliage_tile.d.ts +6 -6
  93. package/src/generation/foliage/material/foliage_tile.js +3 -3
  94. package/src/generation/foliage/material/tree_cluster_atlas.d.ts +44 -0
  95. package/src/generation/foliage/material/tree_cluster_atlas.d.ts.map +1 -0
  96. package/src/generation/foliage/material/tree_cluster_atlas.js +37 -0
  97. package/src/generation/foliage/mesh/foliage_collect_attachments.js +2 -2
  98. package/src/generation/foliage/mesh/foliage_scale_spread.d.ts +14 -0
  99. package/src/generation/foliage/mesh/foliage_scale_spread.d.ts.map +1 -0
  100. package/src/generation/foliage/mesh/foliage_scale_spread.js +15 -0
  101. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts +8 -7
  102. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts.map +1 -1
  103. package/src/generation/foliage/mesh/tree_cluster_representatives.js +85 -40
  104. package/src/generation/foliage/mesh/tree_clusters.d.ts +26 -5
  105. package/src/generation/foliage/mesh/tree_clusters.d.ts.map +1 -1
  106. package/src/generation/foliage/mesh/tree_clusters.js +52 -39
  107. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -1
  108. package/src/generation/foliage/mesh/tree_mesh_build_bark.js +32 -54
  109. package/src/generation/foliage/presets/make_tree_species_preset.d.ts +6 -1
  110. package/src/generation/foliage/presets/make_tree_species_preset.d.ts.map +1 -1
  111. package/src/generation/foliage/presets/make_tree_species_preset.js +157 -3
  112. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts +19 -0
  113. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts.map +1 -1
  114. package/src/generation/foliage/skeleton/TreeSkeleton.js +41 -0
  115. package/src/generation/foliage/skeleton/tree_skeleton_compute_joint_mechanics.d.ts +5 -0
  116. package/src/generation/foliage/skeleton/tree_skeleton_compute_joint_mechanics.d.ts.map +1 -1
  117. package/src/generation/foliage/skeleton/tree_skeleton_compute_joint_mechanics.js +8 -1
  118. package/src/generation/foliage/skeleton/tree_skeleton_copy_branches.d.ts +70 -0
  119. package/src/generation/foliage/skeleton/tree_skeleton_copy_branches.d.ts.map +1 -0
  120. package/src/generation/foliage/skeleton/tree_skeleton_copy_branches.js +171 -0
  121. package/src/generation/foliage/skeleton/tree_skeleton_extend_branch.d.ts +17 -0
  122. package/src/generation/foliage/skeleton/tree_skeleton_extend_branch.d.ts.map +1 -0
  123. package/src/generation/foliage/skeleton/tree_skeleton_extend_branch.js +79 -0
  124. package/src/generation/foliage/skeleton/tree_skeleton_fit_crown_frame.d.ts +12 -0
  125. package/src/generation/foliage/skeleton/tree_skeleton_fit_crown_frame.d.ts.map +1 -0
  126. package/src/generation/foliage/skeleton/tree_skeleton_fit_crown_frame.js +56 -0
  127. package/src/generation/foliage/skeleton/tree_skeleton_floor_girth.d.ts +11 -0
  128. package/src/generation/foliage/skeleton/tree_skeleton_floor_girth.d.ts.map +1 -0
  129. package/src/generation/foliage/skeleton/tree_skeleton_floor_girth.js +38 -0
  130. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts +4 -11
  131. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts.map +1 -1
  132. package/src/generation/foliage/skeleton/tree_skeleton_grow.js +8 -2034
  133. package/src/generation/foliage/skeleton/tree_skeleton_grow_framework.d.ts +22 -0
  134. package/src/generation/foliage/skeleton/tree_skeleton_grow_framework.d.ts.map +1 -0
  135. package/src/generation/foliage/skeleton/tree_skeleton_grow_framework.js +2050 -0
  136. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts +10 -0
  137. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts.map +1 -1
  138. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.js +27 -56
  139. package/src/shade/descriptor/pipeline/render/DepthStencilState.d.ts +4 -0
  140. package/src/shade/descriptor/pipeline/render/DepthStencilState.d.ts.map +1 -1
  141. package/src/shade/descriptor/pipeline/render/DepthStencilState.js +170 -144
  142. package/src/shade/descriptor/pipeline/render/MultisampleState.d.ts +4 -0
  143. package/src/shade/descriptor/pipeline/render/MultisampleState.d.ts.map +1 -1
  144. package/src/shade/descriptor/pipeline/render/MultisampleState.js +78 -65
  145. package/src/shade/descriptor/pipeline/render/RenderPipelineDescriptor.d.ts.map +1 -1
  146. package/src/shade/descriptor/pipeline/render/RenderPipelineDescriptor.js +176 -172
  147. package/src/shade/descriptor/pipeline/render/StencilFaceState.d.ts +4 -0
  148. package/src/shade/descriptor/pipeline/render/StencilFaceState.d.ts.map +1 -1
  149. package/src/shade/descriptor/pipeline/render/StencilFaceState.js +107 -88
  150. package/src/shade/playground/particle_ecs/README.md +9 -8
  151. package/src/shade/playground/particle_ecs/bonfire_editor.js +3 -3
  152. package/src/shade/playground/particle_ecs/bonfire_effects.d.ts +6 -6
  153. package/src/shade/playground/particle_ecs/bonfire_effects.js +6 -6
  154. package/src/shade/playground/particle_editor/README.md +14 -11
  155. package/src/shade/playground/particle_system/particle_prototype.js +18 -18
  156. package/src/shade/playground/particle_system/particle_scene.js +13 -13
  157. package/src/shade/playground/probe_clipmap/README.md +42 -0
  158. package/src/shade/playground/probe_clipmap/index.html +190 -0
  159. package/src/shade/playground/probe_clipmap/main.d.ts +8 -0
  160. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -0
  161. package/src/shade/playground/probe_clipmap/main.js +365 -0
  162. package/src/shade/renderer/Renderer.d.ts +3 -1
  163. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  164. package/src/shade/renderer/Renderer.js +97 -43
  165. package/src/shade/renderer/extension/ViewTextures.d.ts +2 -1
  166. package/src/shade/renderer/extension/ViewTextures.d.ts.map +1 -1
  167. package/src/shade/renderer/extension/ViewTextures.js +2 -1
  168. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  169. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  170. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
  171. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  172. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  173. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +63 -1
  174. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  175. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +228 -16
  176. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts +27 -4
  177. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts.map +1 -1
  178. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.js +526 -23
  179. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.d.ts +11 -0
  180. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.d.ts.map +1 -0
  181. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.js +21 -0
  182. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.d.ts +65 -0
  183. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.d.ts.map +1 -0
  184. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.js +376 -0
  185. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.d.ts +7 -3
  186. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.d.ts.map +1 -1
  187. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.js +70 -6
  188. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.d.ts +20 -0
  189. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.d.ts.map +1 -0
  190. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.js +80 -0
  191. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.d.ts +18 -0
  192. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.d.ts.map +1 -0
  193. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.js +113 -0
  194. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts +34 -12
  195. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts.map +1 -1
  196. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.js +56 -15
  197. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.d.ts +2 -2
  198. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.d.ts.map +1 -1
  199. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.js +13 -26
  200. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.d.ts +25 -2
  201. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.d.ts.map +1 -1
  202. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.js +54 -32
  203. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.d.ts +14 -0
  204. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.d.ts.map +1 -0
  205. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.js +37 -0
  206. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_arena.d.ts.map +1 -1
  207. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_arena.js +16 -0
  208. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.d.ts.map +1 -1
  209. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.js +2 -6
  210. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.d.ts +131 -0
  211. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.d.ts.map +1 -0
  212. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.js +467 -0
  213. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts +24 -0
  214. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts.map +1 -0
  215. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.js +111 -0
  216. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.d.ts +42 -0
  217. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.d.ts.map +1 -0
  218. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.js +404 -0
  219. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.d.ts +16 -0
  220. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.d.ts.map +1 -0
  221. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.js +23 -0
  222. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.d.ts +17 -0
  223. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.d.ts.map +1 -0
  224. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.js +65 -0
  225. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.d.ts.map +1 -1
  226. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.js +14 -70
  227. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_traverse.d.ts.map +1 -1
  228. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_traverse.js +13 -773
  229. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.d.ts +55 -0
  230. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.d.ts.map +1 -0
  231. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.js +248 -0
  232. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_instances_to_meshlets.d.ts.map +1 -1
  233. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_instances_to_meshlets.js +15 -174
  234. package/src/shade/renderer/geometry/virtual/sdf/VGEO_SDF.d.ts +47 -0
  235. package/src/shade/renderer/geometry/virtual/sdf/VGEO_SDF.d.ts.map +1 -0
  236. package/src/shade/renderer/geometry/virtual/sdf/VGEO_SDF.js +80 -0
  237. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts +91 -0
  238. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts.map +1 -0
  239. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.js +902 -0
  240. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_collect.d.ts +16 -0
  241. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_collect.d.ts.map +1 -0
  242. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_collect.js +67 -0
  243. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_decode.d.ts +17 -0
  244. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_decode.d.ts.map +1 -0
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@@ -0,0 +1,142 @@
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+ /*
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+ Default styling for SegmentedResourceBarView.
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+
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+ Theming: every colour, notch height and the ghost go through a --segmented-bar-* custom property with a
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+ fallback, so a game re-skins the bar by defining the properties on the bar or any ancestor, without overriding a
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+ selector. Each notch carries its tier's class_name; the three classes below are the ones SEGMENT_TIERS_DEFAULT
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+ uses, and a game's own tiers may reuse them or style their own.
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+
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+ Import this from a style entry point, never from a logic module. Give the bar its width and height there; keep
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+ borders off the bar itself (use box-shadow or an outline), so the fill and the notches share one box.
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+
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+ The ghost's hold and ease are driven from script, which reads prefers-reduced-motion: under it the ghost holds,
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+ then snaps.
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+ */
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+
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+ .ui-segmented-resource-bar-view {
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+ position: relative;
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+ overflow: hidden;
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+ height: var(--segmented-bar-height, 12px);
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+ background: var(--segmented-bar-background, rgba(0, 0, 0, 0.6));
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+ box-shadow: var(--segmented-bar-frame, 0 0 0 1px rgba(0, 0, 0, 0.8));
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+ }
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+
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+ .ui-segmented-resource-bar-view > .ghost {
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+ position: absolute;
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+ top: 0;
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+ bottom: 0;
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+ left: 0;
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+ width: 0;
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+ background: var(--segmented-bar-ghost-color, rgba(255, 236, 196, 0.85));
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+ }
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+
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+ .ui-segmented-resource-bar-view > .fill-container,
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+ .ui-segmented-resource-bar-view > .notches,
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+ .ui-segmented-resource-bar-view > .cells {
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+ position: absolute;
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+ top: 0;
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+ right: 0;
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+ bottom: 0;
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+ left: 0;
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+ }
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+
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+ .ui-segmented-resource-bar-view > .notches,
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+ .ui-segmented-resource-bar-view > .highlights {
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+ pointer-events: none;
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+ }
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+
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+ .ui-segmented-resource-bar-view .fill {
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+ position: absolute;
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+ top: 0;
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+ bottom: 0;
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+ background: var(--segmented-bar-fill-color, #3fae4a);
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+ }
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+
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+ /* the second and third stacked values, e.g. shield over health */
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+ .ui-segmented-resource-bar-view .fill.value-1 {
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+ background: var(--segmented-bar-fill-1-color, #d8d8d8);
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+ }
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+
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+ .ui-segmented-resource-bar-view .fill.value-2 {
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+ background: var(--segmented-bar-fill-2-color, #7a5fd0);
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+ }
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+
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+ /* notches */
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+
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+ .ui-segmented-resource-bar-view .notch {
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+ position: absolute;
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+ top: 0;
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+ height: var(--segmented-bar-tick-height, 100%);
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+ background: var(--segmented-bar-tick-color, rgba(0, 0, 0, 0.6));
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+ box-shadow: var(--segmented-bar-tick-highlight, none);
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+ }
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+
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+ .ui-segmented-resource-bar-view .notch.segment-tier-minor {
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+ height: var(--segmented-bar-tick-minor-height, 45%);
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+ background: var(--segmented-bar-tick-minor-color, rgba(0, 0, 0, 0.4));
77
+ }
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+
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+ .ui-segmented-resource-bar-view .notch.segment-tier-major {
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+ height: var(--segmented-bar-tick-major-height, 100%);
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+ background: var(--segmented-bar-tick-major-color, rgba(0, 0, 0, 0.6));
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+ }
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+
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+ .ui-segmented-resource-bar-view .notch.segment-tier-super {
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+ height: var(--segmented-bar-tick-super-height, 100%);
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+ background: var(--segmented-bar-tick-super-color, rgba(0, 0, 0, 0.85));
87
+ }
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+
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+ /* cells */
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+
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+ .ui-segmented-resource-bar-view.mode-cells {
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+ /* the gaps between cells show the bar through them */
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+ background: var(--segmented-bar-cell-gap-color, transparent);
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+ box-shadow: none;
95
+ }
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+
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+ .ui-segmented-resource-bar-view .cell {
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+ position: absolute;
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+ top: 0;
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+ bottom: 0;
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+ overflow: hidden;
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+ background: var(--segmented-bar-cell-empty-color, rgba(0, 0, 0, 0.55));
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+ }
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+
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+ .ui-segmented-resource-bar-view .cell-ghost,
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+ .ui-segmented-resource-bar-view .cell-fill {
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+ position: absolute;
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+ top: 0;
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+ bottom: 0;
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+ left: 0;
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+ width: 0;
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+ }
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+
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+ .ui-segmented-resource-bar-view .cell-ghost {
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+ background: var(--segmented-bar-ghost-color, rgba(255, 236, 196, 0.85));
116
+ }
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+
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+ .ui-segmented-resource-bar-view .cell-fill {
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+ background: var(--segmented-bar-cell-filled-color, #e8c25a);
120
+ }
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+
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+ /* a cell filling up one at a time, e.g. a round being loaded */
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+ .ui-segmented-resource-bar-view .cell.partial > .cell-fill {
124
+ background: var(--segmented-bar-cell-partial-color, rgba(232, 194, 90, 0.6));
125
+ }
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+
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+ /* highlights (the view's `highlights` list) */
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+
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+ .ui-segmented-resource-bar-view > .highlights {
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+ position: absolute;
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+ top: 0;
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+ right: 0;
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+ bottom: 0;
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+ left: 0;
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+ }
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+
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+ .ui-segmented-resource-bar-view .highlight {
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+ position: absolute;
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+ top: 0;
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+ bottom: 0;
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+ background: var(--segmented-bar-highlight-color, rgba(255, 255, 255, 0.25));
142
+ }
@@ -1,3 +0,0 @@
1
- export const SDF_BUILD_SETTINGS_STRUCT: WebGPUStruct;
2
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
3
- //# sourceMappingURL=SDF_BUILD_SETTINGS_STRUCT.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"SDF_BUILD_SETTINGS_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/SDF_BUILD_SETTINGS_STRUCT.js"],"names":[],"mappings":"AAGA,qDAIG;6BAN0B,mCAAmC"}
@@ -1,2 +0,0 @@
1
- export const SFD_BUILD_WORKGROUP_SIZE: number[];
2
- //# sourceMappingURL=SFD_BUILD_WORKGROUP_SIZE.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"SFD_BUILD_WORKGROUP_SIZE.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/SFD_BUILD_WORKGROUP_SIZE.js"],"names":[],"mappings":"AAAA,gDAAkD"}
@@ -1,8 +0,0 @@
1
- /**
2
- * Signed Distance Field query
3
- * Exact, based on the BVH
4
- * @type {CodeChunk}
5
- */
6
- export const chunk_blas_query_sdf: CodeChunk;
7
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
8
- //# sourceMappingURL=chunk_blas_query_sdf.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"chunk_blas_query_sdf.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/chunk_blas_query_sdf.js"],"names":[],"mappings":"AAOA;;;;GAIG;AACH,mCAFU,SAAS,CAsClB;0BA5CyB,oCAAoC"}
@@ -1,3 +0,0 @@
1
- export const chunk_blas_query_volume_sign: CodeChunk;
2
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
3
- //# sourceMappingURL=chunk_blas_query_volume_sign.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"chunk_blas_query_volume_sign.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/chunk_blas_query_volume_sign.js"],"names":[],"mappings":"AAoBA,qDAqEE;0BA7EwB,oCAAoC"}
@@ -1,3 +0,0 @@
1
- export const shader_build_sdf: ComputeShader;
2
- import { ComputeShader } from "../../shader/ComputeShader.js";
3
- //# sourceMappingURL=shader_build_sdf.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"shader_build_sdf.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/shader_build_sdf.js"],"names":[],"mappings":"AA6HA,6CAA8D;8BArHhC,+BAA+B"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"chunk_mesh_brick_object.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/chunk_mesh_brick_object.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;GAiBG;AACH,sCAFU,SAAS,CAsBhB;0BAzCuB,0CAA0C"}
@@ -1,42 +0,0 @@
1
- import { CodeChunk } from "../../../../shader/compiler/CodeChunk.js";
2
- import { MESH_BRICK_ROW_LIMIT } from "./MESH_BRICK_INSTANCE_STRUCT.js";
3
-
4
- /**
5
- * A world texel's byte and a texel's bid to be its object cell's object
6
- * (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.2, §7.6):
7
- *
8
- * ```wgsl
9
- * fn mesh_brick_encode(distance: f32, band: f32) -> u32 // saturate(d / 2R + 0.5), in a byte
10
- * fn mesh_brick_object_key(byte: u32, row: u32) -> u32 // larger for a nearer texel
11
- * fn mesh_brick_object_key_byte(key: u32) -> u32
12
- * fn mesh_brick_object_key_row(key: u32) -> u32
13
- * ```
14
- *
15
- * A key is the complement of the byte in its high eight bits and the row in its low 24, so the
16
- * largest of a cell's keys, which workgroup atomics can take, is its nearest texel, and among equally
17
- * near ones the lowest row: the same object whatever order the lanes ran in. A row past the 24 bits
18
- * cannot be named and bids as row 0, no object.
19
- *
20
- * @type {CodeChunk}
21
- */
22
- export const chunk_mesh_brick_object = CodeChunk.from(
23
- //language=WGSL
24
- `
25
- fn mesh_brick_encode(distance: f32, band: f32) -> u32 {
26
- return u32(round(saturate(distance / (2.0 * band) + 0.5) * 255.0));
27
- }
28
-
29
- fn mesh_brick_object_key(byte: u32, row: u32) -> u32 {
30
- let named = select(0u, row, row < ${MESH_BRICK_ROW_LIMIT}u);
31
-
32
- return ~((byte << 24u) | named);
33
- }
34
-
35
- fn mesh_brick_object_key_byte(key: u32) -> u32 {
36
- return (~key) >> 24u;
37
- }
38
-
39
- fn mesh_brick_object_key_row(key: u32) -> u32 {
40
- return (~key) & ${MESH_BRICK_ROW_LIMIT - 1}u;
41
- }
42
- `);
@@ -1,35 +0,0 @@
1
- /**
2
- * Words of the mesh provider's statistics, every one an atomic that accumulates.
3
- */
4
- export const MESH_BRICK_STATISTIC_INSTANCES_DROPPED: 0;
5
- export const MESH_BRICK_STATISTIC_CANDIDATES_DROPPED: 1;
6
- export const MESH_BRICK_STATISTIC_NODES_DROPPED: 2;
7
- export const MESH_BRICK_STATISTIC_WORDS: 4;
8
- /**
9
- * @type {WebGPUStruct}
10
- */
11
- export const MESH_BRICK_PROVIDER_SETTINGS: WebGPUStruct;
12
- /**
13
- * The mesh provider's pass (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.7): a 64-lane workgroup a taken
14
- * cell, dispatched by take.
15
- *
16
- * **Gather.** A cooperative TLAS query with the cell grown by the cascade's band, every leaf filtered
17
- * by `mesh_brick_accept`: in the SDF world, resident, at least half a voxel across. Up to
18
- * {@link MESH_BRICK_INSTANCE_LIMIT} instances, a lane each, go into workgroup memory; past it they are
19
- * dropped and counted, as are candidates and subtrees the query itself dropped.
20
- *
21
- * **512 texels, eight a lane**, each `mesh_brick_texel`: the minimum over the instances of their
22
- * sampled distance, and its row. A lane merges its texels into its two staging words, which no other
23
- * thread touches (contract 1), as the byte minimum (contract 2).
24
- *
25
- * **Objects** (contract 3): per 2³-texel cell, the provider's row at its own nearest texel replaces the
26
- * staged object when the provider's cell minimum is below the staged one from before the merge; ties
27
- * keep the staged object. A cell's four lanes fold their texels in through workgroup atomics, and the
28
- * last of them decides, so that no lane waits on another.
29
- *
30
- * @type {ComputeShader}
31
- */
32
- export const shader_mesh_brick_provider: ComputeShader;
33
- import { WebGPUStruct } from "../../../../shader/type/WebGPUStruct.js";
34
- import { ComputeShader } from "../../../../shader/ComputeShader.js";
35
- //# sourceMappingURL=shader_mesh_brick_provider.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"shader_mesh_brick_provider.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_provider.js"],"names":[],"mappings":"AAkCA;;GAEG;AACH,uDAAwD;AACxD,wDAAyD;AACzD,mDAAoD;AACpD,2CAA4C;AAE5C;;GAEG;AACH,2CAFU,YAAY,CAOU;AA4KhC;;;;;;;;;;;;;;;;;;;GAmBG;AACH,yCAFU,aAAa,CAMpB;6BAjO0B,yCAAyC;8BAJxC,qCAAqC"}
@@ -1,247 +0,0 @@
1
- import { assert } from "../../../../../../core/assert.js";
2
- import { WebGPUExtensionType } from "../../../../../descriptor/WebGPUExtensionType.js";
3
- import { MESH_SDF_BAND_VOXELS, MESH_SDF_BRICK_VOXELS } from "../../../../geometry/sdf/MESH_SDF.js";
4
- import {
5
- MESH_SDF_ATLAS_RESOURCE,
6
- MESH_SDF_HEADERS_RESOURCE,
7
- MESH_SDF_INDIRECTION_RESOURCE,
8
- MESH_SDF_SAMPLER_RESOURCE
9
- } from "../../../../geometry/sdf/MESH_SDF_RESOURCES.js";
10
- import { BVH2_NODE_STRUCT } from "../../../../shader/chunk/bvh/BVH2_NODE_STRUCT.js";
11
- import { BVH_STRUCT } from "../../../../shader/chunk/bvh/BVH_STRUCT.js";
12
- import { chunk_bvh_query_aabb_cooperative } from "../../../../shader/chunk/bvh/chunk_bvh_query_aabb_cooperative.js";
13
- import { BVH_QUERY_AABB_WORKGROUP_SIZE } from "../../../../shader/chunk/bvh/chunk_bvh_query_aabb_frontier.js";
14
- import { CLIPMAP_LEVEL_ARRAY } from "../../../../shader/chunk/clipmap/CLIPMAP_LEVEL_STRUCT.js";
15
- import { chunk_mod_v3i } from "../../../../shader/chunk/geometry/vec3/chunk_mod_v3i.js";
16
- import { chunk_folded_workgroup_index } from "../../../../shader/chunk/grid/chunk_folded_workgroup_index.js";
17
- import { CodeChunk } from "../../../../shader/compiler/CodeChunk.js";
18
- import { ComputeShader } from "../../../../shader/ComputeShader.js";
19
- import { ShaderResourceSetDescriptor } from "../../../../shader/resource/ShaderResourceSetDescriptor.js";
20
- import { atomic_u32, u32 } from "../../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
21
- import { WebGPUArray } from "../../../../shader/type/WebGPUArray.js";
22
- import { WebGPUStruct } from "../../../../shader/type/WebGPUStruct.js";
23
- import { BRICK_CELL_WORKGROUP_SIZE, BRICK_OBJECT_CELLS_PER_AXIS } from "../BRICK_CLIPMAP.js";
24
- import {
25
- BRICK_RING_RESOURCE,
26
- BRICK_STAGING_RESOURCE,
27
- BRICK_TAKE_RESOURCE,
28
- chunk_brick_clipmap
29
- } from "../chunk_brick_clipmap.js";
30
- import { chunk_mesh_brick_instance } from "./chunk_mesh_brick_instance.js";
31
- import { chunk_mesh_brick_object } from "./chunk_mesh_brick_object.js";
32
- import { chunk_mesh_brick_texel } from "./chunk_mesh_brick_texel.js";
33
- import { MESH_BRICK_INSTANCE_LIMIT, MESH_BRICK_INSTANCE_STRUCT } from "./MESH_BRICK_INSTANCE_STRUCT.js";
34
-
35
- /**
36
- * Words of the mesh provider's statistics, every one an atomic that accumulates.
37
- */
38
- export const MESH_BRICK_STATISTIC_INSTANCES_DROPPED = 0;
39
- export const MESH_BRICK_STATISTIC_CANDIDATES_DROPPED = 1;
40
- export const MESH_BRICK_STATISTIC_NODES_DROPPED = 2;
41
- export const MESH_BRICK_STATISTIC_WORDS = 4;
42
-
43
- /**
44
- * @type {WebGPUStruct}
45
- */
46
- export const MESH_BRICK_PROVIDER_SETTINGS = WebGPUStruct.from({
47
- /** keys `brick_ring` holds, a power of two */
48
- ring_capacity: u32,
49
- /** cells a cascade's window has a side */
50
- resolution: u32,
51
- }, "MeshBrickProviderSettings");
52
-
53
- // the gather is the whole workgroup's: a cell's workgroup is the query's
54
- assert.equal(BRICK_CELL_WORKGROUP_SIZE, BVH_QUERY_AABB_WORKGROUP_SIZE, 'a taken cell\'s workgroup runs the cooperative query');
55
-
56
- const resources = new ShaderResourceSetDescriptor();
57
-
58
- resources.setImmediate("settings", MESH_BRICK_PROVIDER_SETTINGS);
59
-
60
- resources.createGroup()
61
- .add(BRICK_TAKE_RESOURCE)
62
- .add(BRICK_RING_RESOURCE)
63
- .add(BRICK_STAGING_RESOURCE)
64
- .addUniform("brick_levels", CLIPMAP_LEVEL_ARRAY)
65
- .addStorageBuffer("mesh_brick_statistics", WebGPUArray.from(atomic_u32), true);
66
-
67
- resources.createGroup()
68
- .addStorageBuffer("tlas", BVH_STRUCT)
69
- .addStorageBuffer("scene_database", WebGPUArray.from(u32))
70
- .add(MESH_SDF_HEADERS_RESOURCE)
71
- .add(MESH_SDF_INDIRECTION_RESOURCE)
72
- .add(MESH_SDF_ATLAS_RESOURCE)
73
- .add(MESH_SDF_SAMPLER_RESOURCE);
74
-
75
- const body = CodeChunk.from(
76
- //language=WGSL
77
- `
78
- const MESH_BRICK_INSTANCE_LIMIT = ${MESH_BRICK_INSTANCE_LIMIT}u;
79
-
80
- /** the cascade's voxel, the same for the whole workgroup: what the gather's resolution cull weighs a box by */
81
- var<private> mesh_brick_voxel: f32;
82
-
83
- var<workgroup> instances: array<${MESH_BRICK_INSTANCE_STRUCT.wgsl_ref}, ${MESH_BRICK_INSTANCE_LIMIT}>;
84
- var<workgroup> cell_taken: u32;
85
-
86
- /** per object cell: its nearest texel's key, its staged minimum (as 255 less the byte), and its lanes done */
87
- var<workgroup> object_best: array<atomic<u32>, ${BRICK_OBJECT_CELLS_PER_AXIS ** 3}>;
88
- var<workgroup> object_staged: array<atomic<u32>, ${BRICK_OBJECT_CELLS_PER_AXIS ** 3}>;
89
- var<workgroup> object_lanes: array<atomic<u32>, ${BRICK_OBJECT_CELLS_PER_AXIS ** 3}>;
90
-
91
- fn bvh_query_aabb_node(index: u32) -> ${BVH2_NODE_STRUCT.wgsl_ref} {
92
- return tlas.nodes[index];
93
- }
94
-
95
- fn bvh_query_aabb_accept_leaf(payload: u32, bounds: array<f32, 6>) -> bool {
96
- return mesh_brick_accept(payload, bounds, mesh_brick_voxel);
97
- }
98
-
99
- fn mesh_brick_instance_at(i: u32) -> ${MESH_BRICK_INSTANCE_STRUCT.wgsl_ref} {
100
- return instances[i];
101
- }
102
-
103
- @compute @workgroup_size(${BRICK_CELL_WORKGROUP_SIZE})
104
- fn main(
105
- @builtin(workgroup_id) workgroup_id: vec3<u32>,
106
- @builtin(local_invocation_index) lane: u32,
107
- ) {
108
- let build = folded_workgroup_index(workgroup_id);
109
-
110
- if (lane == 0u) {
111
- cell_taken = brick_take[BRICK_TAKE_COUNT];
112
- }
113
-
114
- // a folded dispatch's tail leaves whole
115
- if (build >= workgroupUniformLoad(&cell_taken)) {
116
- return;
117
- }
118
-
119
- let key = brick_ring[(brick_take[BRICK_TAKE_FIRST] + build) & (settings.ring_capacity - 1u)];
120
- let resolution = settings.resolution;
121
- let cascade = brick_clipmap_key_cascade(key, resolution);
122
- let level = brick_levels[cascade];
123
-
124
- // the world cell the storage cell holds: the window's one congruent to it
125
- let cell = level.corner + mod_v3i(vec3<i32>(brick_clipmap_key_storage(key, resolution)) - level.corner, vec3<i32>(i32(resolution)));
126
-
127
- let voxel = level.cell_size / ${MESH_SDF_BRICK_VOXELS}.0;
128
- let band = ${MESH_SDF_BAND_VOXELS}.0 * voxel;
129
-
130
- // texel 0, at voxel 7·cell of the cascade (§7.2)
131
- let corner = vec3<f32>(cell) * level.cell_size;
132
- let far = corner + vec3<f32>(level.cell_size);
133
-
134
- mesh_brick_voxel = voxel;
135
-
136
- // every instance whose box comes within the band of the cell
137
- let gathered = bvh_query_aabb_cooperative(tlas.root, array<f32, 6>(corner.x - band, corner.y - band, corner.z - band, far.x + band, far.y + band, far.z + band), lane);
138
- let count = min(gathered.candidate_count, MESH_BRICK_INSTANCE_LIMIT);
139
-
140
- if (lane < count) {
141
- instances[lane] = mesh_brick_instance(bvh_query_aabb_candidates[lane], voxel);
142
- }
143
-
144
- if (lane == 0u) {
145
- if (gathered.candidate_count > count) {
146
- atomicAdd(&mesh_brick_statistics[${MESH_BRICK_STATISTIC_INSTANCES_DROPPED}u], gathered.candidate_count - count);
147
- }
148
-
149
- if (gathered.candidates_dropped > 0u) {
150
- atomicAdd(&mesh_brick_statistics[${MESH_BRICK_STATISTIC_CANDIDATES_DROPPED}u], gathered.candidates_dropped);
151
- }
152
-
153
- if (gathered.nodes_dropped > 0u) {
154
- atomicAdd(&mesh_brick_statistics[${MESH_BRICK_STATISTIC_NODES_DROPPED}u], gathered.nodes_dropped);
155
- }
156
- }
157
-
158
- workgroupBarrier();
159
-
160
- // eight texels a lane, x fastest, at y = lane mod 8 and z = lane / 8: the staging's two words
161
- let y = lane % 8u;
162
- let z = lane / 8u;
163
- let first = build * BRICK_STAGING_WORDS + 2u * lane;
164
-
165
- var best = vec4<u32>(0u);
166
- var staged_min = vec4<u32>(255u);
167
-
168
- for (var w = 0u; w < 2u; w++) {
169
- var word = brick_staging[first + w];
170
-
171
- for (var b = 0u; b < 4u; b++) {
172
- let x = 4u * w + b;
173
- let shift = 8u * b;
174
- let staged = (word >> shift) & 0xffu;
175
-
176
- let texel = mesh_brick_texel(corner + vec3<f32>(f32(x), f32(y), f32(z)) * voxel, count);
177
- let byte = mesh_brick_encode(texel.distance, band);
178
-
179
- // contract 2: the encoding is monotone, so the minimum of the bytes is the byte of the minimum
180
- word = (word & ~(0xffu << shift)) | (min(staged, byte) << shift);
181
-
182
- // the object cell's two texels of this lane
183
- let o = x / 2u;
184
-
185
- staged_min[o] = min(staged_min[o], staged);
186
- best[o] = max(best[o], mesh_brick_object_key(byte, texel.row));
187
- }
188
-
189
- brick_staging[first + w] = word;
190
- }
191
-
192
- // contract 3, per object cell: its four lanes each fold in their texels, and the last decides
193
- for (var o = 0u; o < ${BRICK_OBJECT_CELLS_PER_AXIS}u; o++) {
194
- let object = o + ${BRICK_OBJECT_CELLS_PER_AXIS}u * ((y / 2u) + ${BRICK_OBJECT_CELLS_PER_AXIS}u * (z / 2u));
195
-
196
- atomicMax(&object_best[object], best[o]);
197
- atomicMax(&object_staged[object], 255u - staged_min[o]);
198
-
199
- if (atomicAdd(&object_lanes[object], 1u) != 3u) {
200
- continue;
201
- }
202
-
203
- // the provider's cell minimum against the staged one from before its merge: ties keep the staged
204
- let nearest = atomicLoad(&object_best[object]);
205
-
206
- if (mesh_brick_object_key_byte(nearest) < 255u - atomicLoad(&object_staged[object])) {
207
- brick_staging[build * BRICK_STAGING_WORDS + BRICK_STAGING_DISTANCE_WORDS + object] = mesh_brick_object_key_row(nearest);
208
- }
209
- }
210
- }
211
- `, [
212
- chunk_brick_clipmap,
213
- chunk_folded_workgroup_index,
214
- chunk_mod_v3i,
215
- chunk_bvh_query_aabb_cooperative,
216
- chunk_mesh_brick_instance,
217
- chunk_mesh_brick_texel,
218
- chunk_mesh_brick_object,
219
- ]);
220
-
221
- body.addExtension(WebGPUExtensionType.Subgroups);
222
-
223
- /**
224
- * The mesh provider's pass (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.7): a 64-lane workgroup a taken
225
- * cell, dispatched by take.
226
- *
227
- * **Gather.** A cooperative TLAS query with the cell grown by the cascade's band, every leaf filtered
228
- * by `mesh_brick_accept`: in the SDF world, resident, at least half a voxel across. Up to
229
- * {@link MESH_BRICK_INSTANCE_LIMIT} instances, a lane each, go into workgroup memory; past it they are
230
- * dropped and counted, as are candidates and subtrees the query itself dropped.
231
- *
232
- * **512 texels, eight a lane**, each `mesh_brick_texel`: the minimum over the instances of their
233
- * sampled distance, and its row. A lane merges its texels into its two staging words, which no other
234
- * thread touches (contract 1), as the byte minimum (contract 2).
235
- *
236
- * **Objects** (contract 3): per 2³-texel cell, the provider's row at its own nearest texel replaces the
237
- * staged object when the provider's cell minimum is below the staged one from before the merge; ties
238
- * keep the staged object. A cell's four lanes fold their texels in through workgroup atomics, and the
239
- * last of them decides, so that no lane waits on another.
240
- *
241
- * @type {ComputeShader}
242
- */
243
- export const shader_mesh_brick_provider = ComputeShader.from({
244
- label: "Brick Clipmap Mesh Provider",
245
- resources,
246
- body,
247
- });
@@ -1,31 +0,0 @@
1
- /**
2
- * The free list as a fresh pool leaves it: every slot free, `dead[i] = i`, bottom to top.
3
- *
4
- * It is a stack of slot indices — the emit pass pops `dead[--DEAD]` — so the order within it is
5
- * arbitrary and identity is simply the cheapest arrangement to write. What matters is that every
6
- * slot appears exactly once: a repeat hands two particles one record, and a gap strands a slot for
7
- * the lifetime of the system.
8
- *
9
- * ## Why this is a pass and not a host write
10
- *
11
- * Zero is not a valid free list — `dead[i] = 0` for every `i` is the same slot half a million times
12
- * over — so the buffer WebGPU hands back has to be written before the first emit. Writing it from
13
- * the host means a typed array the size of the list (2 MiB at the default capacity), a loop over
14
- * every element of it, and a staged upload, all on the frame the system is constructed. Here it is
15
- * one store per slot with no host memory involved at all, and it leaves the free list `STORAGE`
16
- * only: nothing else ever writes it from the host, so it needs no `COPY_DST` and stays off the
17
- * driver's upload-friendly — and slower — path.
18
- *
19
- * ## Bounded launch, strided loop
20
- *
21
- * The pool capacity belongs to whoever constructs the system, and `capacity / workgroup_size` can
22
- * pass `maxComputeWorkgroupsPerDimension` — a validation error for a direct dispatch, and worse
23
- * than that for the indirect ones elsewhere in the engine, which simply do not run. So the caller
24
- * clamps the launch and every lane strides through the list by the whole grid: the fill covers any
25
- * capacity, and a grid that happens to cover it in one pass costs one comparison to find out.
26
- */
27
- /** Lanes per workgroup. One store each, so this is sized for occupancy and nothing else. */
28
- export const PARTICLE_INIT_FREE_LIST_WORKGROUP_SIZE: 256;
29
- export const shader_particle_init_free_list: ComputeShader;
30
- import { ComputeShader } from "../../shader/ComputeShader.js";
31
- //# sourceMappingURL=shader_particle_init_free_list.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"shader_particle_init_free_list.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_init_free_list.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AAEH,4FAA4F;AAC5F,yDAA0D;AAQ1D,2DAmBG;8BA3D2B,+BAA+B"}
@@ -1,42 +0,0 @@
1
- /**
2
- * The scene's memory of where its casters were and what they were: {@link VSM_LAST_SEEN_WORDS} per
3
- * row of the `meshes` table — the world box {@link shader_vsm_movers} saw each row with last frame,
4
- * and its geometry and material — empty for a row that held nothing. Comparing against it is how the
5
- * mover pass sees a row appear, leave, change shape or change mesh, which no per-row fact of the
6
- * scene database says.
7
- *
8
- * Covers every row the table has ever had — a high-water mark, so a page of rows that was freed
9
- * still gets compared once more and its casters' old shadows found. Grows by doubling; a grown
10
- * buffer starts empty and takes the old one's rows by a copy recorded in the next mover pass, in
11
- * order with the rest of the frame.
12
- */
13
- export class VSMMoverTracker {
14
- /**
15
- * @param {GPUDevice} device
16
- */
17
- constructor(device: GPUDevice);
18
- /**
19
- * @returns {GPUBuffer|null}
20
- */
21
- get buffer(): any;
22
- /**
23
- * @returns {number} rows the buffer covers
24
- */
25
- get row_count(): number;
26
- /**
27
- * Cover at least `rows` rows.
28
- *
29
- * @param {number} rows
30
- */
31
- ensure(rows: number): void;
32
- /**
33
- * Record the copy of the rows the buffer had before it grew, if it did since the last call, and
34
- * let the old buffer go once the frame is done with it.
35
- *
36
- * @param {ShadeGPUCommandContext} encoder
37
- */
38
- encode_growth(encoder: ShadeGPUCommandContext): void;
39
- destroy(): void;
40
- #private;
41
- }
42
- //# sourceMappingURL=VSMMoverTracker.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,54 +0,0 @@
1
- /**
2
- * Movers a frame lists at most: casters whose bounds or transform changed since the last frame, each
3
- * with the world box it covers now and covered then. Past this many, every occupied page of every
4
- * virtual shadow map is taken to be stale for the frame, and the overflow is counted.
5
- *
6
- * @type {number}
7
- */
8
- export const VSM_MOVER_CAPACITY: number;
9
- /**
10
- * The scene's mover list, written by the mover passes and read by every map's stale pass.
11
- *
12
- * `count` is the atomic the movers appended with, so a count past {@link VSM_MOVER_CAPACITY} says the
13
- * list overflowed. `boxes` holds two vec4s per mover: the world box's min and max corners in `xyz`.
14
- *
15
- * @type {WebGPUStruct}
16
- */
17
- export const VSM_MOVERS_STRUCT: WebGPUStruct;
18
- /**
19
- * The same buffer as the stale pass reads it: the count as a plain word.
20
- *
21
- * @type {WebGPUStruct}
22
- */
23
- export const VSM_MOVERS_READ_STRUCT: WebGPUStruct;
24
- /**
25
- * Bytes of the mover list at {@link VSM_MOVER_CAPACITY}.
26
- *
27
- * @type {number}
28
- */
29
- export const VSM_MOVERS_BYTE_SIZE: number;
30
- /**
31
- * What a world box holds when it holds nothing: min past max on every axis, so that `min` and `max`
32
- * against it return the other box unchanged. The largest finite f32, since WGSL will not fold an
33
- * infinity.
34
- *
35
- * @type {number}
36
- */
37
- export const VSM_EMPTY_BOUND: number;
38
- /**
39
- * Words the mover pass remembers a `meshes` row by, from one frame to the next: the world box it saw
40
- * the row with — six f32s, by their bits, empty for a row that held nothing — then the row's
41
- * geometry and material, {@link GPU_DATABASE_NULL} for a row that held nothing.
42
- *
43
- * @type {number}
44
- */
45
- export const VSM_LAST_SEEN_WORDS: number;
46
- /**
47
- * Where a row's geometry and material sit among its {@link VSM_LAST_SEEN_WORDS}.
48
- *
49
- * @type {number}
50
- */
51
- export const VSM_LAST_SEEN_GEOMETRY: number;
52
- export const VSM_LAST_SEEN_MATERIAL: 7;
53
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
54
- //# sourceMappingURL=VSM_MOVER_LAYOUT.d.ts.map
@@ -1 +0,0 @@
1
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