@woosh/meep-engine 3.61.0 → 3.61.2

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Files changed (170) hide show
  1. package/package.json +1 -1
  2. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  3. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +4 -0
  4. package/src/engine/graphics/ecs/decal/v2/Decal.d.ts +46 -2
  5. package/src/engine/graphics/ecs/decal/v2/Decal.d.ts.map +1 -1
  6. package/src/engine/graphics/ecs/decal/v2/Decal.js +74 -5
  7. package/src/engine/graphics/ecs/decal/v2/DecalSerializationAdapter.d.ts.map +1 -1
  8. package/src/engine/graphics/ecs/decal/v2/DecalSerializationAdapter.js +13 -1
  9. package/src/engine/graphics/ecs/decal/v2/DecalSerializationUpgrader_1_2.d.ts +9 -0
  10. package/src/engine/graphics/ecs/decal/v2/DecalSerializationUpgrader_1_2.d.ts.map +1 -0
  11. package/src/engine/graphics/ecs/decal/v2/DecalSerializationUpgrader_1_2.js +37 -0
  12. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -1
  13. package/src/engine/graphics3/DecalSystem.js +462 -447
  14. package/src/engine/graphics3/decal/DECAL_GPU_RECORD.d.ts +14 -0
  15. package/src/engine/graphics3/decal/DECAL_GPU_RECORD.d.ts.map +1 -1
  16. package/src/engine/graphics3/decal/DECAL_GPU_RECORD.js +53 -13
  17. package/src/engine/graphics3/decal/chunk_decal_record.d.ts +6 -1
  18. package/src/engine/graphics3/decal/chunk_decal_record.d.ts.map +1 -1
  19. package/src/engine/graphics3/decal/chunk_decal_record.js +28 -9
  20. package/src/engine/graphics3/decal/decal_gpu_records.d.ts +2 -1
  21. package/src/engine/graphics3/decal/decal_gpu_records.d.ts.map +1 -1
  22. package/src/engine/graphics3/decal/decal_gpu_records.js +26 -5
  23. package/src/engine/graphics3/decal/decal_material_samplers.d.ts +6 -0
  24. package/src/engine/graphics3/decal/decal_material_samplers.d.ts.map +1 -1
  25. package/src/engine/graphics3/decal/decal_material_samplers.js +13 -0
  26. package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
  27. package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
  28. package/src/engine/graphics3/decal/shader_decal_composite.d.ts +5 -0
  29. package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
  30. package/src/engine/graphics3/decal/shader_decal_composite.js +69 -28
  31. package/src/engine/network/sim/SimActionExecutor.d.ts +4 -0
  32. package/src/engine/network/sim/SimActionExecutor.d.ts.map +1 -1
  33. package/src/engine/network/sim/SimActionExecutor.js +4 -0
  34. package/src/generation/foliage/material/foliage_atlas_cutout.d.ts.map +1 -1
  35. package/src/generation/foliage/material/foliage_atlas_cutout.js +21 -5
  36. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts +8 -0
  37. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts.map +1 -1
  38. package/src/generation/foliage/mesh/tree_cluster_representatives.js +178 -78
  39. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -1
  40. package/src/generation/foliage/mesh/tree_mesh_build_bark.js +178 -97
  41. package/src/generation/foliage/skeleton/ShootLightField.d.ts +1 -0
  42. package/src/generation/foliage/skeleton/ShootLightField.d.ts.map +1 -1
  43. package/src/generation/foliage/skeleton/ShootLightField.js +88 -17
  44. package/src/generation/foliage/skeleton/ShootWoodHash.d.ts +8 -4
  45. package/src/generation/foliage/skeleton/ShootWoodHash.d.ts.map +1 -1
  46. package/src/generation/foliage/skeleton/ShootWoodHash.js +216 -27
  47. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
  48. package/src/shade/playground/probe_clipmap/main.js +4 -0
  49. package/src/shade/playground/probe_clipmap_box/README.md +55 -0
  50. package/src/shade/playground/probe_clipmap_box/index.html +185 -0
  51. package/src/shade/playground/probe_clipmap_box/main.d.ts +8 -0
  52. package/src/shade/playground/probe_clipmap_box/main.d.ts.map +1 -0
  53. package/src/shade/playground/probe_clipmap_box/main.js +323 -0
  54. package/src/shade/playground/probe_clipmap_box/scene.d.ts +93 -0
  55. package/src/shade/playground/probe_clipmap_box/scene.d.ts.map +1 -0
  56. package/src/shade/playground/probe_clipmap_box/scene.js +256 -0
  57. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  58. package/src/shade/renderer/Renderer.js +6 -1
  59. package/src/shade/renderer/buffer/graph_read_buffer.d.ts +3 -1
  60. package/src/shade/renderer/buffer/graph_read_buffer.d.ts.map +1 -1
  61. package/src/shade/renderer/buffer/graph_read_buffer.js +9 -6
  62. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_decode.d.ts +12 -0
  63. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_decode.d.ts.map +1 -1
  64. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_decode.js +49 -24
  65. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_encode.d.ts +12 -0
  66. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_encode.d.ts.map +1 -1
  67. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_encode.js +50 -19
  68. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_sh3_compress.d.ts.map +1 -1
  69. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_sh3_compress.js +6 -2
  70. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts +5 -1
  71. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
  72. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +7 -3
  73. package/src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.d.ts +6 -4
  74. package/src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.d.ts.map +1 -1
  75. package/src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.js +10 -9
  76. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP.d.ts +12 -0
  77. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP.d.ts.map +1 -1
  78. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP.js +14 -0
  79. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap.d.ts +17 -22
  80. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap.d.ts.map +1 -1
  81. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap.js +53 -65
  82. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_pick.d.ts +2 -3
  83. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_pick.d.ts.map +1 -1
  84. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_pick.js +9 -20
  85. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_sample_radiance.d.ts +2 -2
  86. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_sample_radiance.d.ts.map +1 -1
  87. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_sample_radiance.js +14 -19
  88. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_accumulate.d.ts +1 -1
  89. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_accumulate.d.ts.map +1 -1
  90. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_accumulate.js +8 -4
  91. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_admit.js +1 -1
  92. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_bounce.d.ts +2 -1
  93. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_bounce.d.ts.map +1 -1
  94. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_bounce.js +13 -18
  95. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_candidate.d.ts +1 -1
  96. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_candidate.d.ts.map +1 -1
  97. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_candidate.js +4 -2
  98. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_diffuse.d.ts.map +1 -1
  99. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_diffuse.js +4 -6
  100. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_indirect_lighting.d.ts.map +1 -1
  101. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_indirect_lighting.js +4 -7
  102. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_project.d.ts +4 -3
  103. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_project.d.ts.map +1 -1
  104. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_project.js +14 -13
  105. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.d.ts +3 -4
  106. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.d.ts.map +1 -1
  107. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.js +7 -15
  108. package/src/shade/renderer/light/environment/shader_downsample_environment_map.d.ts.map +1 -1
  109. package/src/shade/renderer/light/environment/shader_downsample_environment_map.js +5 -1
  110. package/src/shade/renderer/particles/GPUParticleSystem.d.ts.map +1 -1
  111. package/src/shade/renderer/particles/GPUParticleSystem.js +1 -7
  112. package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.d.ts +26 -8
  113. package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.d.ts.map +1 -1
  114. package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.js +170 -142
  115. package/src/shade/renderer/rasterize/forward/chunk_forward_sample_indirect_probe_clipmap.d.ts +1 -1
  116. package/src/shade/renderer/rasterize/forward/chunk_forward_sample_indirect_probe_clipmap.d.ts.map +1 -1
  117. package/src/shade/renderer/rasterize/forward/chunk_forward_sample_indirect_probe_clipmap.js +5 -8
  118. package/src/shade/renderer/restir/di/chunk_restir_resolve.d.ts.map +1 -1
  119. package/src/shade/renderer/restir/di/chunk_restir_resolve.js +91 -94
  120. package/src/shade/renderer/restir/reservoir/chunk_rtxdi_stream_sample.js +1 -1
  121. package/src/shade/renderer/shader/chunk/color/rgbe9995/chunk_rgbe9995_decode.d.ts +14 -0
  122. package/src/shade/renderer/shader/chunk/color/rgbe9995/chunk_rgbe9995_decode.d.ts.map +1 -1
  123. package/src/shade/renderer/shader/chunk/color/rgbe9995/chunk_rgbe9995_decode.js +36 -21
  124. package/src/shade/renderer/shader/chunk/color/rgbe9995/chunk_rgbe9995_sample_gather.d.ts +22 -0
  125. package/src/shade/renderer/shader/chunk/color/rgbe9995/chunk_rgbe9995_sample_gather.d.ts.map +1 -0
  126. package/src/shade/renderer/shader/chunk/color/rgbe9995/chunk_rgbe9995_sample_gather.js +64 -0
  127. package/src/shade/renderer/shader/chunk/filter/chunk_multiscale_mean.d.ts +15 -4
  128. package/src/shade/renderer/shader/chunk/filter/chunk_multiscale_mean.d.ts.map +1 -1
  129. package/src/shade/renderer/shader/chunk/filter/chunk_multiscale_mean.js +33 -7
  130. package/src/shade/renderer/shader/chunk/geometry/normal/chunk_decode_vertex_normal.d.ts.map +1 -1
  131. package/src/shade/renderer/shader/chunk/geometry/normal/chunk_decode_vertex_normal.js +13 -18
  132. package/src/shade/renderer/shader/chunk/geometry/normal/chunk_encode_vertex_normal.d.ts.map +1 -1
  133. package/src/shade/renderer/shader/chunk/geometry/normal/chunk_encode_vertex_normal.js +28 -30
  134. package/src/shade/renderer/shader/chunk/geometry/vec2/chunk_unit_u32_to_vec2.d.ts.map +1 -1
  135. package/src/shade/renderer/shader/chunk/geometry/vec2/chunk_unit_u32_to_vec2.js +15 -16
  136. package/src/shade/renderer/shader/chunk/geometry/vec2/chunk_unit_vec2_to_u32.d.ts +0 -1
  137. package/src/shade/renderer/shader/chunk/geometry/vec2/chunk_unit_vec2_to_u32.d.ts.map +1 -1
  138. package/src/shade/renderer/shader/chunk/geometry/vec2/chunk_unit_vec2_to_u32.js +15 -18
  139. package/src/shade/renderer/shader/chunk/noise/chunk_sobol_sample_vec2.d.ts +40 -0
  140. package/src/shade/renderer/shader/chunk/noise/chunk_sobol_sample_vec2.d.ts.map +1 -0
  141. package/src/shade/renderer/shader/chunk/noise/chunk_sobol_sample_vec2.js +75 -0
  142. package/src/shade/renderer/shader/chunk/noise/chunk_vdc_radical_inverse.d.ts.map +1 -1
  143. package/src/shade/renderer/shader/chunk/noise/chunk_vdc_radical_inverse.js +3 -1
  144. package/src/shade/renderer/shader/chunk/random/chunk_hash_lk.d.ts +28 -0
  145. package/src/shade/renderer/shader/chunk/random/chunk_hash_lk.d.ts.map +1 -0
  146. package/src/shade/renderer/shader/chunk/random/chunk_hash_lk.js +41 -0
  147. package/src/shade/renderer/shader/chunk/spherical_harmonics/chunk_sh3_color_add_scaled.d.ts +12 -0
  148. package/src/shade/renderer/shader/chunk/spherical_harmonics/chunk_sh3_color_add_scaled.d.ts.map +1 -0
  149. package/src/shade/renderer/shader/chunk/spherical_harmonics/chunk_sh3_color_add_scaled.js +24 -0
  150. package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.d.ts +3 -2
  151. package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.d.ts.map +1 -1
  152. package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.js +4 -0
  153. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.d.ts +2 -5
  154. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.d.ts.map +1 -1
  155. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.js +3 -20
  156. package/src/shade/renderer/water/chunk_water_gi.d.ts +1 -1
  157. package/src/shade/renderer/water/chunk_water_gi.d.ts.map +1 -1
  158. package/src/shade/renderer/water/chunk_water_gi.js +6 -8
  159. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +8 -1
  160. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  161. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +79 -35
  162. package/src/core/math/hash/squirrel3.d.ts +0 -17
  163. package/src/core/math/hash/squirrel3.d.ts.map +0 -1
  164. package/src/core/math/hash/squirrel3.js +0 -30
  165. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_sh3_color_encode.d.ts +0 -2
  166. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_sh3_color_encode.d.ts.map +0 -1
  167. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_sh3_color_encode.js +0 -6
  168. package/src/shade/renderer/shader/chunk/random/chunk_hash_squirrel3.d.ts +0 -12
  169. package/src/shade/renderer/shader/chunk/random/chunk_hash_squirrel3.d.ts.map +0 -1
  170. package/src/shade/renderer/shader/chunk/random/chunk_hash_squirrel3.js +0 -30
@@ -1,3 +1,4 @@
1
+ import { aabb3_intersects_segment3 } from "../../../core/geom/3d/aabb/aabb3_intersects_segment3.js";
1
2
  import { line3_compute_segment_segment_closest_points } from "../../../core/geom/3d/line/line3_compute_segment_segment_closest_points.js";
2
3
  import { shoot_radius } from "./shoot_geometry.js";
3
4
 
@@ -20,6 +21,14 @@ const CLEARANCE = 0.001;
20
21
  */
21
22
  const KEY_SPAN = 2048;
22
23
 
24
+ /**
25
+ * Margin (m) a cell is widened by when asking whether an axis line crosses it: far above the rounding of a point at
26
+ * the key's 205 m span, far below any wood, so a line along a cell's face or through its edge is under the cells either
27
+ * side of it.
28
+ * @type {number}
29
+ */
30
+ const CROSSING_TOLERANCE = WOOD_CELL * 2 ** -20;
31
+
23
32
  const SCRATCH_ST = new Float64Array(2);
24
33
 
25
34
  /**
@@ -27,10 +36,10 @@ const SCRATCH_ST = new Float64Array(2);
27
36
  * wood, and thinner wood that thicker wood has grown into can be found. A unit is added once, when it has grown, under
28
37
  * the cells its axis line crosses; a query reads every unit's place and radius from its axis as they are then, and
29
38
  * reaches as far round as the thickest wood ({@link max_radius}), so wood that thickens needs no re-adding. The units
30
- * of an axis that has died are passed over.
39
+ * of an axis that has died are passed over, and leave the hash at the next {@link refresh}.
31
40
  */
32
41
  export class ShootWoodHash {
33
- /** @type {Map<number, number[]>} */
42
+ /** @type {Map<number, number[] & {max?: number}>} */
34
43
  cells = new Map();
35
44
 
36
45
  /**
@@ -66,6 +75,47 @@ export class ShootWoodHash {
66
75
 
67
76
  query = 0;
68
77
 
78
+ /** @type {number[]} */
79
+ #min_x = [];
80
+ /** @type {number[]} */
81
+ #max_x = [];
82
+ /** @type {number[]} */
83
+ #min_y = [];
84
+ /** @type {number[]} */
85
+ #max_y = [];
86
+ /** @type {number[]} */
87
+ #min_z = [];
88
+ /** @type {number[]} */
89
+ #max_z = [];
90
+ /** @type {number[]} */
91
+ #bx0 = [];
92
+ /** @type {number[]} */
93
+ #bx1 = [];
94
+ /** @type {number[]} */
95
+ #by0 = [];
96
+ /** @type {number[]} */
97
+ #by1 = [];
98
+ /** @type {number[]} */
99
+ #bz0 = [];
100
+ /** @type {number[]} */
101
+ #bz1 = [];
102
+ /** @type {number[]} */
103
+ #thickest = [];
104
+ #refreshed_max = -1;
105
+ /** @type {number[]} */
106
+ #last_candidates = [];
107
+ #last_b0 = NaN;
108
+ #last_b1 = NaN;
109
+ #last_b2 = NaN;
110
+ #last_radius = NaN;
111
+ #last_min_radius = NaN;
112
+ #last_ax0 = NaN;
113
+ #last_ax1 = NaN;
114
+ #last_ay0 = NaN;
115
+ #last_ay1 = NaN;
116
+ #last_az0 = NaN;
117
+ #last_az1 = NaN;
118
+
69
119
  /**
70
120
  * @param {Array<{alive: boolean, points: number[], radii: number[], units: number[]}>} axes
71
121
  */
@@ -85,42 +135,93 @@ export class ShootWoodHash {
85
135
  this.seen.push(0);
86
136
  const p = this.axes[m].points;
87
137
  const a = k * 3, b = a + 3;
88
- const x0 = Math.floor(Math.min(p[a], p[b]) / WOOD_CELL), x1 = Math.floor(Math.max(p[a], p[b]) / WOOD_CELL);
89
- const y0 = Math.floor(Math.min(p[a + 1], p[b + 1]) / WOOD_CELL), y1 = Math.floor(Math.max(p[a + 1], p[b + 1]) / WOOD_CELL);
90
- const z0 = Math.floor(Math.min(p[a + 2], p[b + 2]) / WOOD_CELL), z1 = Math.floor(Math.max(p[a + 2], p[b + 2]) / WOOD_CELL);
138
+ const min_x = Math.min(p[a], p[b]), max_x = Math.max(p[a], p[b]);
139
+ const min_y = Math.min(p[a + 1], p[b + 1]), max_y = Math.max(p[a + 1], p[b + 1]);
140
+ const min_z = Math.min(p[a + 2], p[b + 2]), max_z = Math.max(p[a + 2], p[b + 2]);
141
+ const x0 = Math.floor(min_x / WOOD_CELL), x1 = Math.floor(max_x / WOOD_CELL);
142
+ const y0 = Math.floor(min_y / WOOD_CELL), y1 = Math.floor(max_y / WOOD_CELL);
143
+ const z0 = Math.floor(min_z / WOOD_CELL), z1 = Math.floor(max_z / WOOD_CELL);
144
+ this.#min_x.push(min_x);
145
+ this.#max_x.push(max_x);
146
+ this.#min_y.push(min_y);
147
+ this.#max_y.push(max_y);
148
+ this.#min_z.push(min_z);
149
+ this.#max_z.push(max_z);
150
+ this.#bx0.push(min_x);
151
+ this.#bx1.push(max_x);
152
+ this.#by0.push(min_y);
153
+ this.#by1.push(max_y);
154
+ this.#bz0.push(min_z);
155
+ this.#bz1.push(max_z);
156
+ this.#thickest.push(-1);
91
157
  for (let x = x0; x <= x1; x++) for (let y = y0; y <= y1; y++) for (let z = z0; z <= z1; z++) {
92
- const key = ((x + KEY_SPAN / 2) * KEY_SPAN + (y + KEY_SPAN / 2)) * KEY_SPAN + (z + KEY_SPAN / 2);
158
+ if (!aabb3_intersects_segment3(
159
+ x * WOOD_CELL - CROSSING_TOLERANCE, y * WOOD_CELL - CROSSING_TOLERANCE, z * WOOD_CELL - CROSSING_TOLERANCE,
160
+ (x + 1) * WOOD_CELL + CROSSING_TOLERANCE, (y + 1) * WOOD_CELL + CROSSING_TOLERANCE, (z + 1) * WOOD_CELL + CROSSING_TOLERANCE,
161
+ p[a], p[a + 1], p[a + 2], p[b], p[b + 1], p[b + 2]
162
+ )) continue;
163
+ const key = (x * KEY_SPAN + y) * KEY_SPAN + z;
93
164
  let list = this.cells.get(key);
94
165
  if (list === undefined) {
95
166
  list = [];
96
167
  this.cells.set(key, list);
97
168
  }
169
+ list.max = Infinity;
98
170
  list.push(id);
99
171
  this.cell_max.set(key, Infinity);
100
172
  }
173
+ this.#refreshed_max = -1;
174
+ this.#last_b0 = NaN;
101
175
  }
102
176
 
103
177
  /**
104
178
  * Records each cell's thickest living unit, after the wood has thickened, and the thickest of all
105
- * ({@link max_radius}).
179
+ * ({@link max_radius}). A dead axis does not live again, so its units leave their cells, in the order the rest
180
+ * were added, and a cell left empty leaves the hash.
106
181
  */
107
182
  refresh() {
108
183
  const axes = this.axes;
184
+ const n = this.unit_axis.length;
185
+ for (let id = 0; id < n; id++) {
186
+ const axis = axes[this.unit_axis[id]];
187
+ if (!axis.alive) continue;
188
+ const k = this.unit_index[id];
189
+ const r = axis.radii.length > k + 1 ? Math.max(axis.radii[k], axis.radii[k + 1]) : shoot_radius(axis.units[k], 0);
190
+ if (r === this.#thickest[id]) continue;
191
+ this.#thickest[id] = r;
192
+ const pad = r + CLEARANCE;
193
+ this.#bx0[id] = this.#min_x[id] - pad;
194
+ this.#bx1[id] = this.#max_x[id] + pad;
195
+ this.#by0[id] = this.#min_y[id] - pad;
196
+ this.#by1[id] = this.#max_y[id] + pad;
197
+ this.#bz0[id] = this.#min_z[id] - pad;
198
+ this.#bz1[id] = this.#max_z[id] + pad;
199
+ }
109
200
  let most = 0;
110
201
  for (const [key, list] of this.cells) {
111
202
  let max = 0;
203
+ let kept = 0;
112
204
  for (let i = 0; i < list.length; i++) {
113
205
  const id = list[i];
114
206
  const axis = axes[this.unit_axis[id]];
115
207
  if (!axis.alive) continue;
116
- const k = this.unit_index[id];
117
- const thickest = axis.radii.length > k + 1 ? Math.max(axis.radii[k], axis.radii[k + 1]) : shoot_radius(axis.units[k], 0);
208
+ list[kept++] = id;
209
+ const thickest = this.#thickest[id];
118
210
  if (thickest > max) max = thickest;
119
211
  }
212
+ if (kept === 0) {
213
+ this.cells.delete(key);
214
+ this.cell_max.delete(key);
215
+ continue;
216
+ }
217
+ list.length = kept;
218
+ list.max = max;
120
219
  this.cell_max.set(key, max);
121
220
  if (max > most) most = max;
122
221
  }
123
222
  this.max_radius = most;
223
+ this.#refreshed_max = most;
224
+ this.#last_b0 = NaN;
124
225
  }
125
226
 
126
227
  /**
@@ -149,44 +250,132 @@ export class ShootWoodHash {
149
250
  * @returns {number}
150
251
  */
151
252
  hits(a, b, radius, min_radius, skip) {
152
- const pad = radius + this.max_radius + CLEARANCE;
153
- const x0 = Math.floor((Math.min(a[0], b[0]) - pad) / WOOD_CELL), x1 = Math.floor((Math.max(a[0], b[0]) + pad) / WOOD_CELL);
154
- const y0 = Math.floor((Math.min(a[1], b[1]) - pad) / WOOD_CELL), y1 = Math.floor((Math.max(a[1], b[1]) + pad) / WOOD_CELL);
155
- const z0 = Math.floor((Math.min(a[2], b[2]) - pad) / WOOD_CELL), z1 = Math.floor((Math.max(a[2], b[2]) + pad) / WOOD_CELL);
156
- const query = ++this.query;
157
- const axes = this.axes;
253
+ if (this.cells.size === 0) return -1;
254
+ const fresh = this.max_radius === this.#refreshed_max;
158
255
  const ax0 = Math.min(a[0], b[0]) - radius, ax1 = Math.max(a[0], b[0]) + radius;
159
256
  const ay0 = Math.min(a[1], b[1]) - radius, ay1 = Math.max(a[1], b[1]) + radius;
160
257
  const az0 = Math.min(a[2], b[2]) - radius, az1 = Math.max(a[2], b[2]) + radius;
258
+ const axes = this.axes;
259
+ const bx0 = this.#bx0, bx1 = this.#bx1, by0 = this.#by0, by1 = this.#by1, bz0 = this.#bz0, bz1 = this.#bz1;
260
+ const thickest_arr = this.#thickest;
261
+ const skip_geom_free = skip.length <= 2;
262
+
263
+ if (fresh && b[0] === this.#last_b0 && b[1] === this.#last_b1 && b[2] === this.#last_b2
264
+ && radius === this.#last_radius && min_radius === this.#last_min_radius
265
+ && ax0 >= this.#last_ax0 && ax1 <= this.#last_ax1
266
+ && ay0 >= this.#last_ay0 && ay1 <= this.#last_ay1
267
+ && az0 >= this.#last_az0 && az1 <= this.#last_az1) {
268
+ const cands = this.#last_candidates;
269
+ for (let i = 0; i < cands.length; i++) {
270
+ const id = cands[i];
271
+ if (bx0[id] > ax1 || bx1[id] < ax0 || by0[id] > ay1 || by1[id] < ay0 || bz0[id] > az1 || bz1[id] < az0) continue;
272
+ const m = this.unit_axis[id];
273
+ const k = this.unit_index[id];
274
+ if (skip_geom_free && skip(m, k, 0, 0)) continue;
275
+ const p = axes[m].points;
276
+ const q = k * 3;
277
+ line3_compute_segment_segment_closest_points(SCRATCH_ST, a[0], a[1], a[2], b[0], b[1], b[2], p[q], p[q + 1], p[q + 2], p[q + 3], p[q + 4], p[q + 5]);
278
+ const s = SCRATCH_ST[0], t = SCRATCH_ST[1];
279
+ const r = ShootWoodHash.radius_at(axes[m], k, t);
280
+ const dx = a[0] + (b[0] - a[0]) * s - (p[q] + (p[q + 3] - p[q]) * t);
281
+ const dy = a[1] + (b[1] - a[1]) * s - (p[q + 1] + (p[q + 4] - p[q + 1]) * t);
282
+ const dz = a[2] + (b[2] - a[2]) * s - (p[q + 2] + (p[q + 5] - p[q + 2]) * t);
283
+ const limit = r + radius + CLEARANCE;
284
+ if (dx * dx + dy * dy + dz * dz >= limit * limit) continue;
285
+ if (!skip_geom_free && skip(m, k, r, s)) continue;
286
+ return m;
287
+ }
288
+ return -1;
289
+ }
290
+
291
+ const reach = this.max_radius + CLEARANCE;
292
+ const x0 = Math.floor((ax0 - reach) / WOOD_CELL), x1 = Math.floor((ax1 + reach) / WOOD_CELL);
293
+ const y0 = Math.floor((ay0 - reach) / WOOD_CELL), y1 = Math.floor((ay1 + reach) / WOOD_CELL);
294
+ const z0 = Math.floor((az0 - reach) / WOOD_CELL), z1 = Math.floor((az1 + reach) / WOOD_CELL);
295
+ const single = x0 === x1 && y0 === y1 && z0 === z1;
296
+ const query = single ? 0 : ++this.query;
297
+ const seen = this.seen;
298
+ const cands = this.#last_candidates;
299
+ if (fresh) {
300
+ cands.length = 0;
301
+ this.#last_b0 = b[0];
302
+ this.#last_b1 = b[1];
303
+ this.#last_b2 = b[2];
304
+ this.#last_radius = radius;
305
+ this.#last_min_radius = min_radius;
306
+ this.#last_ax0 = ax0;
307
+ this.#last_ax1 = ax1;
308
+ this.#last_ay0 = ay0;
309
+ this.#last_ay1 = ay1;
310
+ this.#last_az0 = az0;
311
+ this.#last_az1 = az1;
312
+ }
161
313
  for (let x = x0; x <= x1; x++) for (let y = y0; y <= y1; y++) for (let z = z0; z <= z1; z++) {
162
- const key = ((x + KEY_SPAN / 2) * KEY_SPAN + (y + KEY_SPAN / 2)) * KEY_SPAN + (z + KEY_SPAN / 2);
314
+ const key = (x * KEY_SPAN + y) * KEY_SPAN + z;
163
315
  const list = this.cells.get(key);
164
- if (list === undefined || this.cell_max.get(key) < min_radius) continue;
316
+ if (list === undefined || list.max < min_radius) continue;
317
+ if (fresh) {
318
+ const pad_c = list.max + CLEARANCE;
319
+ if (x * WOOD_CELL > ax1 + pad_c || (x + 1) * WOOD_CELL < ax0 - pad_c
320
+ || y * WOOD_CELL > ay1 + pad_c || (y + 1) * WOOD_CELL < ay0 - pad_c
321
+ || z * WOOD_CELL > az1 + pad_c || (z + 1) * WOOD_CELL < az0 - pad_c) continue;
322
+ }
165
323
  for (let i = 0; i < list.length; i++) {
166
324
  const id = list[i];
167
- if (this.seen[id] === query) continue;
168
- this.seen[id] = query;
325
+ if (fresh) {
326
+ if (bx0[id] > ax1 || bx1[id] < ax0 || by0[id] > ay1 || by1[id] < ay0 || bz0[id] > az1 || bz1[id] < az0) continue;
327
+ const thickest = thickest_arr[id];
328
+ if (thickest < min_radius) continue;
329
+ if (!single) {
330
+ if (seen[id] === query) continue;
331
+ seen[id] = query;
332
+ }
333
+ const m = this.unit_axis[id];
334
+ const axis = axes[m];
335
+ if (!axis.alive) continue;
336
+ cands.push(id);
337
+ const k = this.unit_index[id];
338
+ if (skip_geom_free && skip(m, k, 0, 0)) continue;
339
+ const p = axis.points;
340
+ const q = k * 3;
341
+ line3_compute_segment_segment_closest_points(SCRATCH_ST, a[0], a[1], a[2], b[0], b[1], b[2], p[q], p[q + 1], p[q + 2], p[q + 3], p[q + 4], p[q + 5]);
342
+ const s = SCRATCH_ST[0], t = SCRATCH_ST[1];
343
+ const r = ShootWoodHash.radius_at(axis, k, t);
344
+ const dx = a[0] + (b[0] - a[0]) * s - (p[q] + (p[q + 3] - p[q]) * t);
345
+ const dy = a[1] + (b[1] - a[1]) * s - (p[q + 1] + (p[q + 4] - p[q + 1]) * t);
346
+ const dz = a[2] + (b[2] - a[2]) * s - (p[q + 2] + (p[q + 5] - p[q + 2]) * t);
347
+ const limit = r + radius + CLEARANCE;
348
+ if (dx * dx + dy * dy + dz * dz >= limit * limit) continue;
349
+ if (!skip_geom_free && skip(m, k, r, s)) continue;
350
+ this.#last_b0 = NaN;
351
+ return m;
352
+ }
353
+ if (!single) {
354
+ if (seen[id] === query) continue;
355
+ seen[id] = query;
356
+ }
169
357
  const m = this.unit_axis[id];
170
358
  const axis = axes[m];
171
359
  if (!axis.alive) continue;
172
360
  const k = this.unit_index[id];
173
- const p = axis.points;
174
- const q = k * 3;
175
- // the thickest the unit is, and whether its box padded by that meets the capsule's
176
361
  const thickest = axis.radii.length > k + 1 ? Math.max(axis.radii[k], axis.radii[k + 1]) : shoot_radius(axis.units[k], 0);
177
362
  if (thickest < min_radius) continue;
178
363
  const pad_k = thickest + CLEARANCE;
179
- if (Math.min(p[q], p[q + 3]) - pad_k > ax1 || Math.max(p[q], p[q + 3]) + pad_k < ax0
180
- || Math.min(p[q + 1], p[q + 4]) - pad_k > ay1 || Math.max(p[q + 1], p[q + 4]) + pad_k < ay0
181
- || Math.min(p[q + 2], p[q + 5]) - pad_k > az1 || Math.max(p[q + 2], p[q + 5]) + pad_k < az0) continue;
364
+ if (this.#min_x[id] - pad_k > ax1 || this.#max_x[id] + pad_k < ax0
365
+ || this.#min_y[id] - pad_k > ay1 || this.#max_y[id] + pad_k < ay0
366
+ || this.#min_z[id] - pad_k > az1 || this.#max_z[id] + pad_k < az0) continue;
367
+ if (skip_geom_free && skip(m, k, 0, 0)) continue;
368
+ const p = axis.points;
369
+ const q = k * 3;
182
370
  line3_compute_segment_segment_closest_points(SCRATCH_ST, a[0], a[1], a[2], b[0], b[1], b[2], p[q], p[q + 1], p[q + 2], p[q + 3], p[q + 4], p[q + 5]);
183
371
  const s = SCRATCH_ST[0], t = SCRATCH_ST[1];
184
372
  const r = ShootWoodHash.radius_at(axis, k, t);
185
373
  const dx = a[0] + (b[0] - a[0]) * s - (p[q] + (p[q + 3] - p[q]) * t);
186
374
  const dy = a[1] + (b[1] - a[1]) * s - (p[q + 1] + (p[q + 4] - p[q + 1]) * t);
187
375
  const dz = a[2] + (b[2] - a[2]) * s - (p[q + 2] + (p[q + 5] - p[q + 2]) * t);
188
- if (Math.hypot(dx, dy, dz) >= r + radius + CLEARANCE) continue;
189
- if (skip(m, k, r, s)) continue;
376
+ const limit = r + radius + CLEARANCE;
377
+ if (dx * dx + dy * dy + dz * dz >= limit * limit) continue;
378
+ if (!skip_geom_free && skip(m, k, r, s)) continue;
190
379
  return m;
191
380
  }
192
381
  }
@@ -1 +1 @@
1
- {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/probe_clipmap/main.js"],"names":[],"mappings":"AA0FA;;;;;GAKG;AACH,yBAFa,QAAQ,IAAI,CAAC,CAsSzB"}
1
+ {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/probe_clipmap/main.js"],"names":[],"mappings":"AA0FA;;;;;GAKG;AACH,yBAFa,QAAQ,IAAI,CAAC,CA0SzB"}
@@ -214,6 +214,10 @@ export async function start() {
214
214
 
215
215
  sun.transform.setRotation(rotation.x, rotation.y, rotation.z, rotation.w);
216
216
  sun.transform.updateMatrix();
217
+
218
+ // a light changed in place reaches the GPU only through the collection's version; without it the
219
+ // shadow cascades, which read the transform themselves, turn and the light does not
220
+ scene.lights.needsUpdate = true;
217
221
  }
218
222
 
219
223
  aim_sun();
@@ -0,0 +1,55 @@
1
+ # Probe clipmap GI — a box with a hole
2
+
3
+ A closed box under `ShadeIndirectLightingMode.ProbeClipmap`
4
+ (`src/shade/renderer/global_illumination/probe_clipmap/PROBE_CLIPMAP_PROPOSAL_2026_10_27.md`), built to watch how
5
+ the probes follow a change: the sun moved from one wall to another, or the only opening closed. Nothing but the
6
+ sun lights the inside, so what the probes should hold after a change is known without a reference renderer, and
7
+ with the hole closed it is nothing at all.
8
+
9
+ ## Running it
10
+
11
+ ```bash
12
+ npm install
13
+ npm run dev
14
+ ```
15
+
16
+ then open <http://localhost:5173/src/shade/playground/probe_clipmap_box/index.html>. The page needs no asset.
17
+
18
+ ## The box
19
+
20
+ `scene.js` builds it, and a harness can build the same one through `build_hole_box`.
21
+
22
+ - The inside is 5 m a side: five spacings of the finest probe cascade at the GI's default spacing.
23
+ - Every slab is 0.25 m thick, two voxels of the finest brick, so a wall has an inside the distance field can
24
+ tell from its outside. Each slab is a geometry of its own size at unit scale, since a mesh's distance field
25
+ is cached per geometry and a scaled unit cube would not be one.
26
+ - The walls have the classic Cornell reflectances: white 0.73, red (0.63, 0.065, 0.05) at −x and green
27
+ (0.14, 0.45, 0.091) at +x.
28
+ - The hole is 1.25 m square in the middle of the ceiling. A flat sky of (0.2, 0.25, 0.35) is seen through it.
29
+
30
+ ## The controls
31
+
32
+ | control | what it does |
33
+ |---|---|
34
+ | Sun (1, 2, 3) | through the hole onto the red wall or the green wall, from 45°, or straight down onto the floor |
35
+ | Hole open (H) | closed, a lid of the hole's size sits flush in the ceiling; it is placed into the scene and taken out again, so the bricks the rays march are rebuilt as a level's would be |
36
+ | Indirect light | the probe clipmap, or IBL to compare against |
37
+ | Debug view | the brick clipmap as the rays see it; the geometry caches' mesh SDF; the hits' albedo from the cards |
38
+ | Restart GI (K) | gives the clipmaps back and builds them again from nothing, the geometry caches kept: a cold start without a reload |
39
+ | Path tracer (P) | the accumulating path tracer, three bounces, for context; TAA is off while it is on |
40
+ | TAA | the resolve the probe pick's noise is meant for |
41
+ | Exposure | fixed f-stops; eye adaptation is off, so a change on screen is the light's. The probes' estimators state their thresholds in it too: a change below what the display shows is taken for noise and followed slowly |
42
+
43
+ The stats line counts the frames since the sun or the hole last changed.
44
+
45
+ ## What to look for
46
+
47
+ - **Hole closed**: the inside should go black. Whatever light stays is what the probes still hold.
48
+ - **Sun moved between the walls**: the colour bleeding onto the back wall and the floor should swap from red
49
+ to green.
50
+ - **Restart**: until the brick clipmap has built (about 48 frames at the default build budget), the rays see
51
+ no walls and every probe sees the sky; the light then has to drain out of the probes.
52
+
53
+ Aiming the sun sets `scene.lights.needsUpdate`: a light changed in place reaches the GPU only when the light
54
+ collection's version moves, while the shadow cascades read the transform themselves, so without it the
55
+ shadow turns and the light does not.
@@ -0,0 +1,185 @@
1
+ <!doctype html>
2
+ <html lang="en">
3
+ <head>
4
+ <meta charset="utf-8">
5
+ <title>meep — probe clipmap GI, a box with a hole</title>
6
+ <style>
7
+ :root {
8
+ color-scheme: dark;
9
+ --panel: rgba(20, 22, 26, 0.88);
10
+ --line: #2b3038;
11
+ --text: #d6dae0;
12
+ --muted: #8b939f;
13
+ --pass: #55c46a;
14
+ --fail: #ff6b6b;
15
+ --warn: #e5b54a;
16
+ }
17
+
18
+ * { box-sizing: border-box; }
19
+
20
+ html, body { margin: 0; height: 100%; overflow: hidden; background: #0d0f12; }
21
+
22
+ /* body carries tabindex so the camera controller's keyboard device has something focusable
23
+ to listen on; the focus ring around the whole viewport is not wanted */
24
+ body:focus { outline: none; }
25
+
26
+ #view { display: block; width: 100vw; height: 100vh; }
27
+
28
+ #panel {
29
+ position: fixed;
30
+ top: 12px;
31
+ left: 12px;
32
+ width: 320px;
33
+ padding: 12px 14px;
34
+ background: var(--panel);
35
+ border: 1px solid var(--line);
36
+ border-radius: 8px;
37
+ backdrop-filter: blur(6px);
38
+ color: var(--text);
39
+ font: 13px/1.5 system-ui, -apple-system, Segoe UI, sans-serif;
40
+ }
41
+
42
+ #panel h1 { font-size: 13px; font-weight: 600; margin: 0 0 8px; }
43
+
44
+ label { display: flex; align-items: center; gap: 8px; padding: 3px 0; cursor: pointer; }
45
+ label input[type="checkbox"] { margin: 0; }
46
+ label .hint { color: var(--muted); font-size: 11.5px; }
47
+ label > span:first-child { flex: 0 0 96px; }
48
+
49
+ select {
50
+ flex: 1 1 auto;
51
+ min-width: 0;
52
+ font: 12px system-ui, -apple-system, Segoe UI, sans-serif;
53
+ padding: 3px 6px;
54
+ border-radius: 5px;
55
+ border: 1px solid var(--line);
56
+ background: #14161a;
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+ color: var(--text);
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+ }
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+
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+ button {
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+ font: 12px system-ui, -apple-system, Segoe UI, sans-serif;
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+ padding: 3px 10px;
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+ border-radius: 5px;
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+ border: 1px solid var(--line);
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+ background: #1d2026;
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+ color: var(--text);
67
+ cursor: pointer;
68
+ }
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+
70
+ input[type="range"] { flex: 1 1 auto; min-width: 0; }
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+
72
+ output { flex: 0 0 34px; text-align: right; color: var(--muted); font: 12px ui-monospace, SFMono-Regular, Consolas, monospace; }
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+
74
+ hr { border: 0; border-top: 1px solid var(--line); margin: 10px 0; }
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+
76
+ #status { font-size: 12px; color: var(--muted); word-break: break-word; }
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+ #status.pass { color: var(--pass); }
78
+ #status.fail { color: var(--fail); }
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+ #status.warn { color: var(--warn); }
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+
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+ #stats {
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+ margin-top: 6px;
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+ font: 12px ui-monospace, SFMono-Regular, Consolas, monospace;
84
+ color: var(--text);
85
+ white-space: pre;
86
+ }
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+
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+ p.note { margin: 8px 0 0; font-size: 11.5px; color: var(--muted); }
89
+ </style>
90
+ </head>
91
+ <body tabindex="0">
92
+
93
+ <canvas id="view"></canvas>
94
+
95
+ <div id="panel">
96
+ <h1>Probe clipmap GI — a box with a hole</h1>
97
+
98
+ <label>
99
+ <span>Sun</span>
100
+ <select id="sun_aim">
101
+ <option value="RedWall" selected>Onto the red wall</option>
102
+ <option value="GreenWall">Onto the green wall</option>
103
+ <option value="Down">Straight down</option>
104
+ </select>
105
+ </label>
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+
107
+ <label>
108
+ <input type="checkbox" id="hole_open" checked>
109
+ <span>Hole open <span class="hint">— closed, nothing lights the inside; H flips it</span></span>
110
+ </label>
111
+
112
+ <p class="note">1, 2 and 3 aim the sun.</p>
113
+
114
+ <hr>
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+
116
+ <label>
117
+ <span>Indirect light</span>
118
+ <select id="indirect">
119
+ <option value="ProbeClipmap" selected>Probe clipmap</option>
120
+ <option value="IBL">IBL</option>
121
+ </select>
122
+ </label>
123
+
124
+ <label>
125
+ <span>Debug view</span>
126
+ <select id="debug_view">
127
+ <option value="None" selected>None</option>
128
+ <option value="BrickClipmap">Brick clipmap — what the rays see</option>
129
+ <option value="MeshSDF">Mesh SDF — the geometry caches</option>
130
+ <option value="MeshCards">Mesh cards — the hits' albedo</option>
131
+ </select>
132
+ </label>
133
+
134
+ <label>
135
+ <span>Restart GI</span>
136
+ <button id="restart">Restart</button>
137
+ <span class="hint">K</span>
138
+ </label>
139
+ <p class="note">
140
+ Gives the probes and bricks back and builds them again from nothing, the geometry caches kept: the
141
+ convergence from a cold start, without reloading.
142
+ </p>
143
+
144
+ <label>
145
+ <input type="checkbox" id="path_tracing">
146
+ <span>Path tracer <span class="hint">— three bounces, for context; P flips it</span></span>
147
+ </label>
148
+
149
+ <label>
150
+ <input type="checkbox" id="taa" checked>
151
+ <span>TAA <span class="hint">— resolves the probe pick's noise</span></span>
152
+ </label>
153
+
154
+ <label>
155
+ <span>Exposure</span>
156
+ <input type="range" id="exposure" min="-4" max="8" step="0.5">
157
+ <output id="exposure_value"></output>
158
+ </label>
159
+
160
+ <hr>
161
+
162
+ <div id="status"></div>
163
+ <div id="stats"></div>
164
+
165
+ <p class="note">
166
+ Drag to orbit, wheel to zoom, WASD to move. The exposure is fixed, so a change you see is the light's,
167
+ not the eye's adapting.
168
+ </p>
169
+ </div>
170
+
171
+ <script type="module">
172
+ import { start } from './main.js';
173
+
174
+ start().catch(error => {
175
+ const status = document.getElementById('status');
176
+
177
+ status.className = 'fail';
178
+ status.textContent = String(error?.message ?? error);
179
+
180
+ console.error(error);
181
+ });
182
+ </script>
183
+
184
+ </body>
185
+ </html>
@@ -0,0 +1,8 @@
1
+ /**
2
+ * Stand the page up. Called by the page rather than run on import, so that nothing here touches the DOM
3
+ * until there is one.
4
+ *
5
+ * @returns {Promise<void>}
6
+ */
7
+ export function start(): Promise<void>;
8
+ //# sourceMappingURL=main.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/probe_clipmap_box/main.js"],"names":[],"mappings":"AAsEA;;;;;GAKG;AACH,yBAFa,QAAQ,IAAI,CAAC,CAwPzB"}