@woosh/meep-engine 3.61.1 → 3.61.3

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Files changed (474) hide show
  1. package/CHANGELOG.md +111 -0
  2. package/package.json +1 -1
  3. package/src/engine/network/sim/SimActionExecutor.d.ts +4 -0
  4. package/src/engine/network/sim/SimActionExecutor.d.ts.map +1 -1
  5. package/src/engine/network/sim/SimActionExecutor.js +4 -0
  6. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  7. package/src/generation/foliage/material/foliage_atlas_cutout.d.ts.map +1 -1
  8. package/src/generation/foliage/material/foliage_atlas_cutout.js +21 -5
  9. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts +8 -0
  10. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts.map +1 -1
  11. package/src/generation/foliage/mesh/tree_cluster_representatives.js +178 -78
  12. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -1
  13. package/src/generation/foliage/mesh/tree_mesh_build_bark.js +178 -97
  14. package/src/generation/foliage/skeleton/ShootLightField.d.ts +1 -0
  15. package/src/generation/foliage/skeleton/ShootLightField.d.ts.map +1 -1
  16. package/src/generation/foliage/skeleton/ShootLightField.js +88 -17
  17. package/src/generation/foliage/skeleton/ShootWoodHash.d.ts +5 -2
  18. package/src/generation/foliage/skeleton/ShootWoodHash.d.ts.map +1 -1
  19. package/src/generation/foliage/skeleton/ShootWoodHash.js +191 -25
  20. package/src/shade/playground/probe_clipmap/README.md +3 -4
  21. package/src/shade/playground/probe_clipmap/index.html +5 -13
  22. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
  23. package/src/shade/playground/probe_clipmap/main.js +4 -5
  24. package/src/shade/playground/probe_clipmap_box/README.md +55 -0
  25. package/src/shade/playground/probe_clipmap_box/index.html +185 -0
  26. package/src/shade/playground/probe_clipmap_box/main.d.ts +8 -0
  27. package/src/shade/playground/probe_clipmap_box/main.d.ts.map +1 -0
  28. package/src/shade/playground/probe_clipmap_box/main.js +323 -0
  29. package/src/shade/playground/probe_clipmap_box/scene.d.ts +93 -0
  30. package/src/shade/playground/probe_clipmap_box/scene.d.ts.map +1 -0
  31. package/src/shade/playground/probe_clipmap_box/scene.js +256 -0
  32. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  33. package/src/shade/renderer/Renderer.js +56 -12
  34. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  35. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  36. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
  37. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  38. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  39. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.d.ts +10 -0
  40. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.d.ts.map +1 -0
  41. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.js +54 -0
  42. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +85 -36
  43. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  44. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +813 -412
  45. package/src/shade/renderer/geometry/sdf/MESH_SDF.d.ts +7 -0
  46. package/src/shade/renderer/geometry/sdf/MESH_SDF.d.ts.map +1 -1
  47. package/src/shade/renderer/geometry/sdf/MESH_SDF.js +8 -0
  48. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.d.ts +14 -0
  49. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.d.ts.map +1 -0
  50. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.js +35 -0
  51. package/src/shade/renderer/geometry/sdf/MESH_SDF_STRUCT.d.ts.map +1 -1
  52. package/src/shade/renderer/geometry/sdf/MESH_SDF_STRUCT.js +0 -4
  53. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.d.ts +55 -10
  54. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.d.ts.map +1 -1
  55. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.js +86 -16
  56. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.d.ts +2 -2
  57. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.d.ts.map +1 -1
  58. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.js +28 -2
  59. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.d.ts +54 -0
  60. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.d.ts.map +1 -0
  61. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.js +146 -0
  62. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts +1 -1
  63. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts.map +1 -1
  64. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.js +2 -1
  65. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.d.ts +18 -0
  66. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.d.ts.map +1 -0
  67. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.js +66 -0
  68. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.d.ts +17 -0
  69. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.d.ts.map +1 -0
  70. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.js +66 -0
  71. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts +5 -3
  72. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts.map +1 -1
  73. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.js +15 -14
  74. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.d.ts +2 -1
  75. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.d.ts.map +1 -1
  76. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.js +12 -3
  77. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.d.ts +21 -0
  78. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.d.ts.map +1 -0
  79. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.js +84 -0
  80. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.d.ts +53 -0
  81. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.d.ts.map +1 -0
  82. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.js +343 -0
  83. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.d.ts +3 -3
  84. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.d.ts.map +1 -1
  85. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.js +9 -5
  86. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.d.ts +2 -2
  87. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.d.ts.map +1 -1
  88. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.js +3 -2
  89. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.d.ts +69 -0
  90. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.d.ts.map +1 -0
  91. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.js +294 -0
  92. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.d.ts +16 -0
  93. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.d.ts.map +1 -0
  94. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.js +36 -0
  95. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts +126 -0
  96. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts.map +1 -0
  97. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.js +148 -0
  98. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.d.ts +10 -0
  99. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.d.ts.map +1 -0
  100. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.js +140 -0
  101. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.d.ts +8 -0
  102. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.d.ts.map +1 -0
  103. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.js +76 -0
  104. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.d.ts +9 -0
  105. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.d.ts.map +1 -1
  106. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.js +23 -0
  107. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.d.ts +13 -0
  108. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.d.ts.map +1 -0
  109. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.js +23 -0
  110. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.d.ts +262 -0
  111. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.d.ts.map +1 -0
  112. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.js +1819 -0
  113. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.d.ts +118 -0
  114. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.d.ts.map +1 -0
  115. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.js +204 -0
  116. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.d.ts +66 -0
  117. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.d.ts.map +1 -0
  118. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.js +103 -0
  119. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.d.ts +19 -0
  120. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.d.ts.map +1 -0
  121. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.js +23 -0
  122. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.d.ts +15 -0
  123. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.d.ts.map +1 -0
  124. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.js +70 -0
  125. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.d.ts +13 -0
  126. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.d.ts.map +1 -0
  127. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.js +35 -0
  128. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.d.ts +32 -0
  129. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.d.ts.map +1 -0
  130. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.js +111 -0
  131. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.d.ts +17 -0
  132. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.d.ts.map +1 -0
  133. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.js +49 -0
  134. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.d.ts +13 -0
  135. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.d.ts.map +1 -0
  136. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.js +35 -0
  137. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.d.ts +24 -0
  138. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.d.ts.map +1 -0
  139. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.js +169 -0
  140. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.d.ts +19 -0
  141. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.d.ts.map +1 -0
  142. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.js +49 -0
  143. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.d.ts +19 -0
  144. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.d.ts.map +1 -0
  145. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.js +67 -0
  146. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.d.ts +78 -0
  147. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.d.ts.map +1 -0
  148. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.js +320 -0
  149. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.d.ts +15 -0
  150. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.d.ts.map +1 -0
  151. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.js +48 -0
  152. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.d.ts +51 -0
  153. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.d.ts.map +1 -0
  154. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.js +109 -0
  155. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.d.ts +11 -0
  156. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.d.ts.map +1 -0
  157. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.js +51 -0
  158. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.d.ts +26 -0
  159. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.d.ts.map +1 -0
  160. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.js +453 -0
  161. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.d.ts +12 -0
  162. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.d.ts.map +1 -0
  163. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.js +99 -0
  164. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.d.ts +22 -0
  165. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.d.ts.map +1 -0
  166. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.js +140 -0
  167. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts +32 -0
  168. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts.map +1 -0
  169. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.js +261 -0
  170. package/src/shade/renderer/geometry/virtual/runtime/VirtualGeometry.d.ts +2 -2
  171. package/src/shade/renderer/geometry/virtual/runtime/VirtualGeometry.js +2 -2
  172. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts +6 -6
  173. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.js +7 -7
  174. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_decode.d.ts +12 -0
  175. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_decode.d.ts.map +1 -1
  176. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_decode.js +49 -24
  177. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_encode.d.ts +12 -0
  178. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_encode.d.ts.map +1 -1
  179. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_encode.js +50 -19
  180. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_sh3_compress.d.ts.map +1 -1
  181. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_sh3_compress.js +6 -2
  182. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts +20 -8
  183. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
  184. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +89 -20
  185. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts +26 -19
  186. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts.map +1 -1
  187. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.js +226 -148
  188. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts +25 -52
  189. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts.map +1 -1
  190. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.js +29 -69
  191. package/src/shade/renderer/global_illumination/probe_clipmap/brick/BRICK_CLIPMAP.d.ts +19 -16
  192. package/src/shade/renderer/global_illumination/probe_clipmap/brick/BRICK_CLIPMAP.d.ts.map +1 -1
  193. package/src/shade/renderer/global_illumination/probe_clipmap/brick/BRICK_CLIPMAP.js +24 -21
  194. package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.d.ts +46 -22
  195. package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.d.ts.map +1 -1
  196. package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.js +49 -36
  197. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap.d.ts +3 -2
  198. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap.d.ts.map +1 -1
  199. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap.js +7 -6
  200. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap_trace.d.ts +8 -22
  201. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap_trace.d.ts.map +1 -1
  202. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap_trace.js +15 -51
  203. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.d.ts +1 -6
  204. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.d.ts.map +1 -1
  205. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.js +6 -13
  206. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/chunk_mesh_brick_walk.d.ts.map +1 -1
  207. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/chunk_mesh_brick_walk.js +0 -2
  208. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_batch.d.ts +4 -4
  209. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_batch.d.ts.map +1 -1
  210. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_batch.js +9 -34
  211. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_resolve.d.ts +4 -6
  212. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_resolve.d.ts.map +1 -1
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  405. package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js +5 -6
  406. package/src/shade/renderer/water/chunk_water_gi.d.ts +1 -1
  407. package/src/shade/renderer/water/chunk_water_gi.d.ts.map +1 -1
  408. package/src/shade/renderer/water/chunk_water_gi.js +6 -8
  409. package/src/shade/renderer/water/query/GPUWaterQueries.d.ts +1 -1
  410. package/src/shade/renderer/wind/GPUSceneWind.d.ts +1 -1
  411. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  412. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +76 -32
  413. package/src/core/math/hash/squirrel3.d.ts +0 -17
  414. package/src/core/math/hash/squirrel3.d.ts.map +0 -1
  415. package/src/core/math/hash/squirrel3.js +0 -30
  416. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts +0 -213
  417. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts.map +0 -1
  418. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.js +0 -1468
  419. package/src/shade/renderer/geometry/sdf/cards/MESH_CARDS.d.ts +0 -82
  420. package/src/shade/renderer/geometry/sdf/cards/MESH_CARDS.d.ts.map +0 -1
  421. package/src/shade/renderer/geometry/sdf/cards/MESH_CARDS.js +0 -127
  422. package/src/shade/renderer/geometry/sdf/cards/MESH_CARD_RESOURCES.d.ts +0 -24
  423. package/src/shade/renderer/geometry/sdf/cards/MESH_CARD_RESOURCES.d.ts.map +0 -1
  424. package/src/shade/renderer/geometry/sdf/cards/MESH_CARD_RESOURCES.js +0 -29
  425. package/src/shade/renderer/geometry/sdf/cards/MESH_CARD_SET_STRUCT.d.ts +0 -12
  426. package/src/shade/renderer/geometry/sdf/cards/MESH_CARD_SET_STRUCT.d.ts.map +0 -1
  427. package/src/shade/renderer/geometry/sdf/cards/MESH_CARD_SET_STRUCT.js +0 -31
  428. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.d.ts +0 -11
  429. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.d.ts.map +0 -1
  430. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.js +0 -21
  431. package/src/shade/renderer/geometry/sdf/cards/chunk_mesh_card_surface.d.ts +0 -29
  432. package/src/shade/renderer/geometry/sdf/cards/chunk_mesh_card_surface.d.ts.map +0 -1
  433. package/src/shade/renderer/geometry/sdf/cards/chunk_mesh_card_surface.js +0 -179
  434. package/src/shade/renderer/geometry/sdf/cards/chunk_mesh_cards.d.ts +0 -17
  435. package/src/shade/renderer/geometry/sdf/cards/chunk_mesh_cards.d.ts.map +0 -1
  436. package/src/shade/renderer/geometry/sdf/cards/chunk_mesh_cards.js +0 -107
  437. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.d.ts +0 -65
  438. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.d.ts.map +0 -1
  439. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.js +0 -376
  440. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.d.ts +0 -40
  441. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.d.ts.map +0 -1
  442. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.js +0 -301
  443. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_compact.d.ts +0 -19
  444. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_compact.d.ts.map +0 -1
  445. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_compact.js +0 -61
  446. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_histogram.d.ts +0 -18
  447. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_histogram.d.ts.map +0 -1
  448. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_histogram.js +0 -102
  449. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_log.d.ts +0 -15
  450. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_log.d.ts.map +0 -1
  451. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_log.js +0 -65
  452. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_merge.d.ts +0 -22
  453. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_merge.d.ts.map +0 -1
  454. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_merge.js +0 -136
  455. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_pages.d.ts +0 -20
  456. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_pages.d.ts.map +0 -1
  457. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_pages.js +0 -104
  458. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.d.ts +0 -20
  459. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.d.ts.map +0 -1
  460. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.js +0 -80
  461. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.d.ts +0 -18
  462. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.d.ts.map +0 -1
  463. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.js +0 -113
  464. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.d.ts +0 -30
  465. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.d.ts.map +0 -1
  466. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.js +0 -146
  467. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_cards.d.ts +0 -34
  468. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_cards.d.ts.map +0 -1
  469. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts +0 -31
  470. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts.map +0 -1
  471. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.js +0 -82
  472. package/src/shade/renderer/shader/chunk/random/chunk_hash_squirrel3.d.ts +0 -12
  473. package/src/shade/renderer/shader/chunk/random/chunk_hash_squirrel3.d.ts.map +0 -1
  474. package/src/shade/renderer/shader/chunk/random/chunk_hash_squirrel3.js +0 -30
@@ -0,0 +1,142 @@
1
+ import { MESH_SDF_BRICK_TEXELS } from "../../../geometry/sdf/MESH_SDF.js";
2
+ import {
3
+ chunk_surface_material_pick,
4
+ chunk_surface_material_read
5
+ } from "../../../geometry/sdf/surface/chunk_surface_material_read.js";
6
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
7
+ import { ShaderResourceDescriptor } from "../../../shader/resource/ShaderResourceDescriptor.js";
8
+ import { chunk_tile_atlas_slot_origin } from "../../../texture/atlas/chunk_tile_atlas_slot_origin.js";
9
+ import { BRICK_TRACE_HIT_VOXELS, chunk_brick_clipmap_sample } from "../brick/chunk_brick_clipmap_trace.js";
10
+
11
+ /*
12
+ The material of the brick clipmap's surfaces: a tile of surface material texels (`SURFACE_MATERIAL.js`)
13
+ for every brick, on the lattice the slot's field uses, a texture a plane of `GPUBrickMaterial`'s atlas
14
+ whose slots are the brick atlas's.
15
+ */
16
+
17
+ /**
18
+ * @type {ShaderResourceDescriptor}
19
+ */
20
+ export const BRICK_MATERIAL_ALBEDO_RESOURCE = ShaderResourceDescriptor.texture("brick_material_albedo_codes", "uint", "3d");
21
+
22
+ /**
23
+ * @type {ShaderResourceDescriptor}
24
+ */
25
+ export const BRICK_MATERIAL_METAL_ROUGH_RESOURCE = ShaderResourceDescriptor.texture("brick_material_metal_rough_codes", "uint", "3d");
26
+
27
+ /**
28
+ * @type {ShaderResourceDescriptor}
29
+ */
30
+ export const BRICK_MATERIAL_EMISSIVE_RESOURCE = ShaderResourceDescriptor.texture("brick_material_emissive_codes", "uint", "3d");
31
+
32
+ /**
33
+ * Where a reader stands among a slot's material texels, and which of them hold the surface it is on
34
+ * (`surface_material_corners`), the albedo plane saying which hold a material
35
+ * (`surface_material_present`):
36
+ *
37
+ * ```wgsl
38
+ * fn brick_material_tile(slot: u32) -> vec3<u32>
39
+ * fn brick_material_corners(slot: u32, local: vec3<f32>, normal: vec3<f32>) -> SurfaceMaterialCorners
40
+ * ```
41
+ *
42
+ * `brick_material_tile` is the slot's tile's origin in the planes. `local` is a point by the surface in
43
+ * voxels from the cell's corner, a hit's position, and `normal` the field's normal there. Surfaces
44
+ * within {@link BRICK_TRACE_HIT_VOXELS} of each other are one: a ray stands on a surface from anywhere
45
+ * that far out of it, so it cannot tell closer ones apart.
46
+ *
47
+ * @type {CodeChunk}
48
+ */
49
+ export const chunk_brick_material_corners = CodeChunk.from(
50
+ //language=WGSL
51
+ `
52
+ fn brick_material_tile(slot: u32) -> vec3<u32> {
53
+ let t = ${MESH_SDF_BRICK_TEXELS}u;
54
+
55
+ return tile_atlas_slot_origin(slot, textureDimensions(brick_material_albedo_codes, 0).xy / t, vec3<u32>(t));
56
+ }
57
+
58
+ fn brick_material_corners(slot: u32, local: vec3<f32>, normal: vec3<f32>) -> SurfaceMaterialCorners {
59
+ let point = surface_material_point(local, brick_clipmap_sample(slot, local, 1.0), normal);
60
+ let present = surface_material_present(brick_material_albedo_codes, brick_material_tile(slot) + surface_material_base(point));
61
+
62
+ return surface_material_corners(brick_atlas, brick_clipmap_slot_texel(slot), point, present, normal, ${BRICK_TRACE_HIT_VOXELS});
63
+ }
64
+ `, [
65
+ chunk_surface_material_read,
66
+ chunk_brick_clipmap_sample,
67
+ chunk_tile_atlas_slot_origin,
68
+ ]);
69
+
70
+ chunk_brick_material_corners.requireResource(BRICK_MATERIAL_ALBEDO_RESOURCE);
71
+
72
+ /**
73
+ * What a hit's light takes from the brick material, its diffuse albedo and its emissive
74
+ * (`surface_material_surface`):
75
+ *
76
+ * ```wgsl
77
+ * fn brick_material_surface(slot: u32, local: vec3<f32>, normal: vec3<f32>) -> SurfaceMaterialSurface
78
+ * ```
79
+ *
80
+ * @type {CodeChunk}
81
+ */
82
+ export const chunk_brick_material_surface = CodeChunk.from(
83
+ //language=WGSL
84
+ `
85
+ fn brick_material_surface(slot: u32, local: vec3<f32>, normal: vec3<f32>) -> SurfaceMaterialSurface {
86
+ return surface_material_surface(brick_atlas, brick_material_albedo_codes, brick_material_emissive_codes, brick_material_tile(slot), brick_material_corners(slot, local, normal));
87
+ }
88
+ `, [
89
+ chunk_brick_material_corners,
90
+ chunk_surface_material_read,
91
+ ]);
92
+
93
+ chunk_brick_material_surface.requireResource(BRICK_MATERIAL_EMISSIVE_RESOURCE);
94
+
95
+ /**
96
+ * What a hit's light takes from one texel of the brick material, drawn by `u` in [0, 1) in proportion
97
+ * to its weight in {@link chunk_brick_material_surface}'s blend (`surface_material_pick`): the blend on
98
+ * average, over the reads a probe's rays make:
99
+ *
100
+ * ```wgsl
101
+ * fn brick_material_surface_pick(slot: u32, local: vec3<f32>, normal: vec3<f32>, u: f32) -> SurfaceMaterialSurface
102
+ * ```
103
+ *
104
+ * @type {CodeChunk}
105
+ */
106
+ export const chunk_brick_material_surface_pick = CodeChunk.from(
107
+ //language=WGSL
108
+ `
109
+ fn brick_material_surface_pick(slot: u32, local: vec3<f32>, normal: vec3<f32>, u: f32) -> SurfaceMaterialSurface {
110
+ let corners = brick_material_corners(slot, local, normal);
111
+
112
+ return surface_material_surface_at(brick_material_albedo_codes, brick_material_emissive_codes, brick_material_tile(slot), corners, surface_material_pick(brick_atlas, corners, u));
113
+ }
114
+ `, [
115
+ chunk_brick_material_corners,
116
+ chunk_surface_material_pick,
117
+ ]);
118
+
119
+ chunk_brick_material_surface_pick.requireResource(BRICK_MATERIAL_EMISSIVE_RESOURCE);
120
+
121
+ /**
122
+ * A hit's metalness and roughness from the brick material (`surface_material_metal_rough`), over the
123
+ * texels {@link chunk_brick_material_surface} takes:
124
+ *
125
+ * ```wgsl
126
+ * fn brick_material_metal_rough(slot: u32, local: vec3<f32>, normal: vec3<f32>) -> SurfaceMaterialMetalRough
127
+ * ```
128
+ *
129
+ * @type {CodeChunk}
130
+ */
131
+ export const chunk_brick_material_metal_rough = CodeChunk.from(
132
+ //language=WGSL
133
+ `
134
+ fn brick_material_metal_rough(slot: u32, local: vec3<f32>, normal: vec3<f32>) -> SurfaceMaterialMetalRough {
135
+ return surface_material_metal_rough(brick_atlas, brick_material_metal_rough_codes, brick_material_tile(slot), brick_material_corners(slot, local, normal));
136
+ }
137
+ `, [
138
+ chunk_brick_material_corners,
139
+ chunk_surface_material_read,
140
+ ]);
141
+
142
+ chunk_brick_material_metal_rough.requireResource(BRICK_MATERIAL_METAL_ROUGH_RESOURCE);
@@ -0,0 +1,32 @@
1
+ /**
2
+ * Texels of a brick: 8³.
3
+ * @type {number}
4
+ */
5
+ export const BRICK_MATERIAL_TEXELS: number;
6
+ /**
7
+ * A brick's texel from its index:
8
+ *
9
+ * ```wgsl
10
+ * fn brick_material_texel(index: u32) -> vec3<u32> // index t.x + 8 (t.y + 8 t.z)
11
+ * ```
12
+ *
13
+ * @type {CodeChunk}
14
+ */
15
+ export const chunk_brick_material_texel: CodeChunk;
16
+ /**
17
+ * The taken cell a thread of the texel dispatch works on:
18
+ *
19
+ * ```wgsl
20
+ * fn brick_material_cell_entry(build: u32, ring_capacity: u32, resolution: u32) -> BrickMaterialCellEntry
21
+ * ```
22
+ *
23
+ * Build slot `build`'s key, and its brick map entry as store left it: a slot, or a cell with none.
24
+ *
25
+ * Requires the importing shader to declare `brick_take`, `brick_ring` and `brick_levels`, as
26
+ * `chunk_brick_provider` does.
27
+ *
28
+ * @type {CodeChunk}
29
+ */
30
+ export const chunk_brick_material_cell: CodeChunk;
31
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
32
+ //# sourceMappingURL=chunk_brick_material_cell.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_brick_material_cell.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/material/chunk_brick_material_cell.js"],"names":[],"mappings":"AAMA;;;GAGG;AACH,oCAFU,MAAM,CAEgD;AAEhE;;;;;;;;GAQG;AACH,yCAFU,SAAS,CAQhB;AAEH;;;;;;;;;;;;;GAaG;AACH,wCAFU,SAAS,CA0BZ;0BAlEmB,uCAAuC"}
@@ -0,0 +1,70 @@
1
+ import { MESH_SDF_BRICK_TEXELS } from "../../../geometry/sdf/MESH_SDF.js";
2
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
3
+ import { chunk_brick_clipmap } from "../brick/chunk_brick_clipmap.js";
4
+ import { BRICK_MAP_TEXTURE_RESOURCE } from "../brick/chunk_brick_clipmap_trace.js";
5
+ import { chunk_brick_provider } from "../brick/chunk_brick_provider.js";
6
+
7
+ /**
8
+ * Texels of a brick: 8³.
9
+ * @type {number}
10
+ */
11
+ export const BRICK_MATERIAL_TEXELS = MESH_SDF_BRICK_TEXELS ** 3;
12
+
13
+ /**
14
+ * A brick's texel from its index:
15
+ *
16
+ * ```wgsl
17
+ * fn brick_material_texel(index: u32) -> vec3<u32> // index t.x + 8 (t.y + 8 t.z)
18
+ * ```
19
+ *
20
+ * @type {CodeChunk}
21
+ */
22
+ export const chunk_brick_material_texel = CodeChunk.from(
23
+ //language=WGSL
24
+ `
25
+ fn brick_material_texel(index: u32) -> vec3<u32> {
26
+ return vec3<u32>(index % ${MESH_SDF_BRICK_TEXELS}u, (index / ${MESH_SDF_BRICK_TEXELS}u) % ${MESH_SDF_BRICK_TEXELS}u, index / ${MESH_SDF_BRICK_TEXELS ** 2}u);
27
+ }
28
+ `);
29
+
30
+ /**
31
+ * The taken cell a thread of the texel dispatch works on:
32
+ *
33
+ * ```wgsl
34
+ * fn brick_material_cell_entry(build: u32, ring_capacity: u32, resolution: u32) -> BrickMaterialCellEntry
35
+ * ```
36
+ *
37
+ * Build slot `build`'s key, and its brick map entry as store left it: a slot, or a cell with none.
38
+ *
39
+ * Requires the importing shader to declare `brick_take`, `brick_ring` and `brick_levels`, as
40
+ * `chunk_brick_provider` does.
41
+ *
42
+ * @type {CodeChunk}
43
+ */
44
+ export const chunk_brick_material_cell = CodeChunk.from(
45
+ //language=WGSL
46
+ `
47
+ struct BrickMaterialCellEntry {
48
+ key: u32,
49
+ entry: u32,
50
+ }
51
+
52
+ fn brick_material_cell_entry(build: u32, ring_capacity: u32, resolution: u32) -> BrickMaterialCellEntry {
53
+ var out: BrickMaterialCellEntry;
54
+
55
+ out.key = brick_provider_key(build, ring_capacity);
56
+ out.entry = textureLoad(
57
+ brick_map,
58
+ brick_clipmap_map_texel(brick_clipmap_key_cascade(out.key, resolution), brick_clipmap_key_storage(out.key, resolution), resolution),
59
+ 0
60
+ ).x;
61
+
62
+ return out;
63
+ }
64
+ `, [
65
+ chunk_brick_clipmap,
66
+ chunk_brick_provider,
67
+ chunk_brick_material_texel,
68
+ ]);
69
+
70
+ chunk_brick_material_cell.requireResource(BRICK_MAP_TEXTURE_RESOURCE);
@@ -0,0 +1,30 @@
1
+ /**
2
+ * @type {ShaderResourceDescriptor}
3
+ */
4
+ export const BRICK_MATERIAL_ALBEDO_STORE_RESOURCE: ShaderResourceDescriptor;
5
+ /**
6
+ * @type {ShaderResourceDescriptor}
7
+ */
8
+ export const BRICK_MATERIAL_METAL_ROUGH_STORE_RESOURCE: ShaderResourceDescriptor;
9
+ /**
10
+ * @type {ShaderResourceDescriptor}
11
+ */
12
+ export const BRICK_MATERIAL_EMISSIVE_STORE_RESOURCE: ShaderResourceDescriptor;
13
+ /**
14
+ * A texel's material written into its slot's planes (`chunk_brick_material.js`), through
15
+ * `surface_material_store`:
16
+ *
17
+ * ```wgsl
18
+ * fn brick_material_atlas_texel(slot: u32, texel: vec3<u32>) -> vec3<u32>
19
+ * fn brick_material_store(at: vec3<u32>, fitted: SurfaceMaterialFitted) // a fit that covered nothing clears
20
+ * fn brick_material_clear(at: vec3<u32>) // no material: 0 in every plane
21
+ * ```
22
+ *
23
+ * `at` is the texel in the material atlas, `brick_material_atlas_texel` of the slot and the texel.
24
+ *
25
+ * @type {CodeChunk}
26
+ */
27
+ export const chunk_brick_material_store: CodeChunk;
28
+ import { ShaderResourceDescriptor } from "../../../shader/resource/ShaderResourceDescriptor.js";
29
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
30
+ //# sourceMappingURL=chunk_brick_material_store.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_brick_material_store.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/material/chunk_brick_material_store.js"],"names":[],"mappings":"AAYA;;GAEG;AACH,mDAFU,wBAAwB,CAIhC;AAEF;;GAEG;AACH,wDAFU,wBAAwB,CAIhC;AAEF;;GAEG;AACH,qDAFU,wBAAwB,CAIhC;AAEF;;;;;;;;;;;;;GAaG;AACH,yCAFU,SAAS,CAqBZ;yCAzDkC,sDAAsD;0BADrE,uCAAuC"}
@@ -0,0 +1,71 @@
1
+ import { MESH_SDF_BRICK_TEXELS } from "../../../geometry/sdf/MESH_SDF.js";
2
+ import { chunk_surface_material_store } from "../../../geometry/sdf/surface/chunk_surface_material_store.js";
3
+ import {
4
+ SURFACE_MATERIAL_ALBEDO_PLANE,
5
+ SURFACE_MATERIAL_EMISSIVE_PLANE,
6
+ SURFACE_MATERIAL_FORMATS,
7
+ SURFACE_MATERIAL_METAL_ROUGH_PLANE
8
+ } from "../../../geometry/sdf/surface/SURFACE_MATERIAL.js";
9
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
10
+ import { ShaderResourceDescriptor } from "../../../shader/resource/ShaderResourceDescriptor.js";
11
+ import { chunk_tile_atlas_slot_origin } from "../../../texture/atlas/chunk_tile_atlas_slot_origin.js";
12
+
13
+ /**
14
+ * @type {ShaderResourceDescriptor}
15
+ */
16
+ export const BRICK_MATERIAL_ALBEDO_STORE_RESOURCE = ShaderResourceDescriptor.storageTexture(
17
+ "brick_material_albedo_store", SURFACE_MATERIAL_FORMATS[SURFACE_MATERIAL_ALBEDO_PLANE], "3d", "write-only"
18
+ );
19
+
20
+ /**
21
+ * @type {ShaderResourceDescriptor}
22
+ */
23
+ export const BRICK_MATERIAL_METAL_ROUGH_STORE_RESOURCE = ShaderResourceDescriptor.storageTexture(
24
+ "brick_material_metal_rough_store", SURFACE_MATERIAL_FORMATS[SURFACE_MATERIAL_METAL_ROUGH_PLANE], "3d", "write-only"
25
+ );
26
+
27
+ /**
28
+ * @type {ShaderResourceDescriptor}
29
+ */
30
+ export const BRICK_MATERIAL_EMISSIVE_STORE_RESOURCE = ShaderResourceDescriptor.storageTexture(
31
+ "brick_material_emissive_store", SURFACE_MATERIAL_FORMATS[SURFACE_MATERIAL_EMISSIVE_PLANE], "3d", "write-only"
32
+ );
33
+
34
+ /**
35
+ * A texel's material written into its slot's planes (`chunk_brick_material.js`), through
36
+ * `surface_material_store`:
37
+ *
38
+ * ```wgsl
39
+ * fn brick_material_atlas_texel(slot: u32, texel: vec3<u32>) -> vec3<u32>
40
+ * fn brick_material_store(at: vec3<u32>, fitted: SurfaceMaterialFitted) // a fit that covered nothing clears
41
+ * fn brick_material_clear(at: vec3<u32>) // no material: 0 in every plane
42
+ * ```
43
+ *
44
+ * `at` is the texel in the material atlas, `brick_material_atlas_texel` of the slot and the texel.
45
+ *
46
+ * @type {CodeChunk}
47
+ */
48
+ export const chunk_brick_material_store = CodeChunk.from(
49
+ //language=WGSL
50
+ `
51
+ fn brick_material_atlas_texel(slot: u32, texel: vec3<u32>) -> vec3<u32> {
52
+ let t = ${MESH_SDF_BRICK_TEXELS}u;
53
+
54
+ return tile_atlas_slot_origin(slot, textureDimensions(brick_material_albedo_store).xy / t, vec3<u32>(t)) + texel;
55
+ }
56
+
57
+ fn brick_material_clear(at: vec3<u32>) {
58
+ surface_material_clear(brick_material_albedo_store, brick_material_metal_rough_store, brick_material_emissive_store, at);
59
+ }
60
+
61
+ fn brick_material_store(at: vec3<u32>, fitted: SurfaceMaterialFitted) {
62
+ surface_material_store(brick_material_albedo_store, brick_material_metal_rough_store, brick_material_emissive_store, at, fitted);
63
+ }
64
+ `, [
65
+ chunk_tile_atlas_slot_origin,
66
+ chunk_surface_material_store,
67
+ ]);
68
+
69
+ chunk_brick_material_store.requireResource(BRICK_MATERIAL_ALBEDO_STORE_RESOURCE);
70
+ chunk_brick_material_store.requireResource(BRICK_MATERIAL_METAL_ROUGH_STORE_RESOURCE);
71
+ chunk_brick_material_store.requireResource(BRICK_MATERIAL_EMISSIVE_STORE_RESOURCE);
@@ -0,0 +1,26 @@
1
+ /**
2
+ * @type {WebGPUStruct}
3
+ */
4
+ export const BRICK_MATERIAL_GATHER_SETTINGS: WebGPUStruct;
5
+ /**
6
+ * The brick material of the frame's taken cells, gathered from the Model Surface Caches: a thread a
7
+ * texel, dispatched through `BRICK_TAKE_TEXEL_DISPATCH` after store and the providers' merge. A cell
8
+ * store left without a slot does nothing.
9
+ *
10
+ * Every texel of a cell with a slot is cleared to no material, since the slot may have held another
11
+ * cell's. A texel whose nearest surface point is under its tent, |d|·|n|∞ < 1 voxel of the field's
12
+ * distance d and normal n there, takes its material from the surface it holds: the `meshes` row the
13
+ * providers left it (`BRICK_STAGING_SURFACE_WORDS`, contract 8), that row's (geometry, material) pair's
14
+ * cache (`mesh_surface_rows`), read at the texel moved into the geometry's space, at the level of its
15
+ * field the mesh provider sampled its distance from (`mesh_brick_instance`), surfaces within
16
+ * {@link BRICK_TRACE_HIT_VOXELS} of the nearest one blended (`mesh_surface_sample`). A row with no cache
17
+ * resident, and a point the cache holds nothing at, leave the texel without material.
18
+ *
19
+ * Reads the caches, the fields and the scene's transforms: no ray, no BLAS, no material table.
20
+ *
21
+ * @type {ComputeShader}
22
+ */
23
+ export const shader_brick_material_gather: ComputeShader;
24
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
25
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
26
+ //# sourceMappingURL=shader_brick_material_gather.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_brick_material_gather.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/material/shader_brick_material_gather.js"],"names":[],"mappings":"AA0CA;;GAEG;AACH,6CAFU,YAAY,CAOY;AAmClC;;;;;;;;;;;;;;;;;GAiBG;AACH,2CAFU,aAAa,CA0EpB;6BA1J0B,sCAAsC;8BALrC,kCAAkC"}
@@ -0,0 +1,176 @@
1
+ import { GPU_DATABASE_NULL } from "../../../buffer/table/GPU_DATABASE_NULL.js";
2
+ import { MESH_SDF_BRICK_TEXEL_COUNT } from "../../../geometry/sdf/MESH_SDF.js";
3
+ import {
4
+ MESH_SDF_ATLAS_RESOURCE,
5
+ MESH_SDF_HEADERS_RESOURCE,
6
+ MESH_SDF_INDIRECTION_RESOURCE,
7
+ MESH_SDF_SAMPLER_RESOURCE
8
+ } from "../../../geometry/sdf/MESH_SDF_RESOURCES.js";
9
+ import { chunk_mesh_surface_sample } from "../../../geometry/sdf/surface/chunk_mesh_surface_sample.js";
10
+ import {
11
+ MESH_SURFACE_DATA_RESOURCE,
12
+ MESH_SURFACE_RECORDS_RESOURCE,
13
+ MESH_SURFACE_ROWS_RESOURCE
14
+ } from "../../../geometry/sdf/surface/MESH_SURFACE_RESOURCES.js";
15
+ import { chunk_folded_workgroup_index } from "../../../shader/chunk/grid/chunk_folded_workgroup_index.js";
16
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
17
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
18
+ import { ShaderResourceDescriptor } from "../../../shader/resource/ShaderResourceDescriptor.js";
19
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
20
+ import { 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_THREAD_WORKGROUP_SIZE } from "../brick/BRICK_CLIPMAP.js";
24
+ import { BRICK_RING_RESOURCE, BRICK_TAKE_RESOURCE } from "../brick/chunk_brick_clipmap.js";
25
+ import {
26
+ BRICK_ATLAS_TEXTURE_RESOURCE,
27
+ BRICK_LEVELS_RESOURCE,
28
+ BRICK_MAP_TEXTURE_RESOURCE,
29
+ BRICK_SAMPLER_RESOURCE,
30
+ BRICK_TRACE_HIT_VOXELS,
31
+ chunk_brick_clipmap_sample
32
+ } from "../brick/chunk_brick_clipmap_trace.js";
33
+ import { chunk_brick_provider } from "../brick/chunk_brick_provider.js";
34
+ import { chunk_mesh_brick_instance } from "../brick/mesh/chunk_mesh_brick_instance.js";
35
+ import { chunk_brick_material_cell, chunk_brick_material_texel } from "./chunk_brick_material_cell.js";
36
+ import {
37
+ BRICK_MATERIAL_ALBEDO_STORE_RESOURCE,
38
+ BRICK_MATERIAL_EMISSIVE_STORE_RESOURCE,
39
+ BRICK_MATERIAL_METAL_ROUGH_STORE_RESOURCE,
40
+ chunk_brick_material_store
41
+ } from "./chunk_brick_material_store.js";
42
+
43
+ /**
44
+ * @type {WebGPUStruct}
45
+ */
46
+ export const BRICK_MATERIAL_GATHER_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
+ }, "BrickMaterialGatherSettings");
52
+
53
+ /**
54
+ * The taken cells' staging as the gather reads it, after the providers and the store
55
+ * (`BRICK_STAGING_RESOURCE`).
56
+ * @type {ShaderResourceDescriptor}
57
+ */
58
+ const BRICK_STAGING_READ_RESOURCE = ShaderResourceDescriptor.storageBuffer("brick_staging", WebGPUArray.u32);
59
+
60
+ const resources = new ShaderResourceSetDescriptor();
61
+
62
+ resources.setImmediate("settings", BRICK_MATERIAL_GATHER_SETTINGS);
63
+
64
+ resources.createGroup()
65
+ .add(BRICK_LEVELS_RESOURCE)
66
+ .add(BRICK_MAP_TEXTURE_RESOURCE)
67
+ .add(BRICK_ATLAS_TEXTURE_RESOURCE)
68
+ .add(BRICK_SAMPLER_RESOURCE)
69
+ .add(BRICK_TAKE_RESOURCE)
70
+ .add(BRICK_RING_RESOURCE)
71
+ .add(BRICK_STAGING_READ_RESOURCE)
72
+ .add(BRICK_MATERIAL_ALBEDO_STORE_RESOURCE)
73
+ .add(BRICK_MATERIAL_METAL_ROUGH_STORE_RESOURCE)
74
+ .add(BRICK_MATERIAL_EMISSIVE_STORE_RESOURCE);
75
+
76
+ resources.createGroup()
77
+ .addStorageBuffer("scene_database", WebGPUArray.from(u32))
78
+ .add(MESH_SDF_HEADERS_RESOURCE)
79
+ .add(MESH_SDF_INDIRECTION_RESOURCE)
80
+ .add(MESH_SDF_ATLAS_RESOURCE)
81
+ .add(MESH_SDF_SAMPLER_RESOURCE)
82
+ .add(MESH_SURFACE_RECORDS_RESOURCE)
83
+ .add(MESH_SURFACE_ROWS_RESOURCE)
84
+ .add(MESH_SURFACE_DATA_RESOURCE);
85
+
86
+ /**
87
+ * The brick material of the frame's taken cells, gathered from the Model Surface Caches: a thread a
88
+ * texel, dispatched through `BRICK_TAKE_TEXEL_DISPATCH` after store and the providers' merge. A cell
89
+ * store left without a slot does nothing.
90
+ *
91
+ * Every texel of a cell with a slot is cleared to no material, since the slot may have held another
92
+ * cell's. A texel whose nearest surface point is under its tent, |d|·|n|∞ < 1 voxel of the field's
93
+ * distance d and normal n there, takes its material from the surface it holds: the `meshes` row the
94
+ * providers left it (`BRICK_STAGING_SURFACE_WORDS`, contract 8), that row's (geometry, material) pair's
95
+ * cache (`mesh_surface_rows`), read at the texel moved into the geometry's space, at the level of its
96
+ * field the mesh provider sampled its distance from (`mesh_brick_instance`), surfaces within
97
+ * {@link BRICK_TRACE_HIT_VOXELS} of the nearest one blended (`mesh_surface_sample`). A row with no cache
98
+ * resident, and a point the cache holds nothing at, leave the texel without material.
99
+ *
100
+ * Reads the caches, the fields and the scene's transforms: no ray, no BLAS, no material table.
101
+ *
102
+ * @type {ComputeShader}
103
+ */
104
+ export const shader_brick_material_gather = ComputeShader.from({
105
+ label: "Brick Material Gather",
106
+ resources,
107
+ body: CodeChunk.from(
108
+ //language=WGSL
109
+ `
110
+ @compute @workgroup_size(${BRICK_THREAD_WORKGROUP_SIZE})
111
+ fn main(
112
+ @builtin(workgroup_id) workgroup_id: vec3<u32>,
113
+ @builtin(local_invocation_index) lane: u32,
114
+ ) {
115
+ let thread = folded_workgroup_index(workgroup_id) * ${BRICK_THREAD_WORKGROUP_SIZE}u + lane;
116
+ let build = thread / ${MESH_SDF_BRICK_TEXEL_COUNT}u;
117
+ let index = thread % ${MESH_SDF_BRICK_TEXEL_COUNT}u;
118
+
119
+ if (build >= brick_take[BRICK_TAKE_COUNT]) {
120
+ return;
121
+ }
122
+
123
+ let taken = brick_material_cell_entry(build, settings.ring_capacity, settings.resolution);
124
+
125
+ if (!brick_clipmap_entry_holds_slot(taken.entry)) {
126
+ return;
127
+ }
128
+
129
+ let t = brick_material_texel(index);
130
+ let at = brick_material_atlas_texel(taken.entry, t);
131
+
132
+ brick_material_clear(at);
133
+
134
+ // in voxels: a voxel of 1
135
+ let local = vec3<f32>(t);
136
+ let d = brick_clipmap_sample(taken.entry, local, 1.0);
137
+ let n = brick_clipmap_normal(taken.entry, local);
138
+
139
+ if (!(any(n != vec3<f32>(0.0)) && abs(d) * max(max(abs(n.x), abs(n.y)), abs(n.z)) < 1.0)) {
140
+ return;
141
+ }
142
+
143
+ let row = brick_staging[build * BRICK_STAGING_WORDS + BRICK_STAGING_SURFACE_WORDS + index];
144
+
145
+ if (row == 0u) {
146
+ return;
147
+ }
148
+
149
+ let cache = mesh_surface_rows[row];
150
+
151
+ if (cache == ${GPU_DATABASE_NULL}u) {
152
+ return;
153
+ }
154
+
155
+ let cell = brick_provider_cell(taken.key, settings.resolution);
156
+ let p = vec4<f32>(cell.corner + local * cell.voxel, 1.0);
157
+ let instance = mesh_brick_instance(row, cell.voxel);
158
+ let q = vec3<f32>(dot(instance.to_local_0, p), dot(instance.to_local_1, p), dot(instance.to_local_2, p));
159
+
160
+ let seen = mesh_surface_sample(mesh_surface_records[cache], mesh_sdf_headers[instance.geometry], instance.level, q, ${BRICK_TRACE_HIT_VOXELS});
161
+
162
+ if (seen.found) {
163
+ brick_material_store(at, SurfaceMaterialFitted(true, seen.albedo, seen.metal_rough, seen.emissive));
164
+ }
165
+ }
166
+ `, [
167
+ chunk_folded_workgroup_index,
168
+ chunk_brick_material_cell,
169
+ chunk_brick_material_texel,
170
+ chunk_brick_material_store,
171
+ chunk_brick_clipmap_sample,
172
+ chunk_brick_provider,
173
+ chunk_mesh_brick_instance,
174
+ chunk_mesh_surface_sample,
175
+ ]),
176
+ });
@@ -13,7 +13,7 @@
13
13
  * stacked along z: the slot of the point's probe, or none. Allocated whole, since the lattice follows
14
14
  * from the structure alone.
15
15
  * - a slot each: a state of two words, the kind and updates and then where relocation moved it
16
- * (`PROBE_CLIPMAP.js`), a 48-byte record (`PROBE_RECORD_STRUCT`), an octahedral radiance tile of
16
+ * (`PROBE_CLIPMAP.js`), a 64-byte record (`PROBE_RECORD_STRUCT`), an octahedral radiance tile of
17
17
  * {@link radiance_resolution}² texels and a depth-moment tile of {@link depth_resolution}², in two 2-D
18
18
  * tile atlases. The depth tile has a one-texel skirt, which the pick's bilinear tap reads; the radiance
19
19
  * tile has one where {@link radiance_skirt}, for the specular's tap, and none where nothing samples it.
@@ -23,7 +23,10 @@
23
23
  * of the frame's updates, at most U = ⌊ray_budget / rays_per_probe⌋.
24
24
  *
25
25
  * **A frame's windows** ({@link place}, {@link place_within}): around the anchor, coarsest first, each a
26
- * parent cell inside its parent; or another clipmap's.
26
+ * parent cell inside its parent; or another clipmap's. Readers and wants choose a point's cascade by
27
+ * selection boxes centred on the anchor itself, `PROBE_SELECTION_INSET` short of half a window (§9.1,
28
+ * "Selection"): the windows move a step at a time, the boxes with the anchor, so the blend between
29
+ * cascades moves as the anchor does.
27
30
  *
28
31
  * **A frame's lifetime** ({@link graph_update}, §8.3, §8.5): retire frees the probes whose points left
29
32
  * their windows and those the last frame's schedule evicted, the wants mark the cages they read, admit
@@ -58,7 +61,9 @@ export class GPUProbeClipmap {
58
61
  * the record's cascade field, {@link PROBE_RECORD_CASCADE_SHIFT}
59
62
  * @param {number} options.resolution a power of two, at most 1024: the order's Morton code takes 10 bits
60
63
  * an axis; the indirection's height, resolution · cascade_count, at most the device's
61
- * `maxTextureDimension3D`
64
+ * `maxTextureDimension3D`; past twice {@link PROBE_SELECTION_INSET}, so a selection box holds points;
65
+ * and with more than one cascade, from 8, so the nesting never holds a window further from the anchor
66
+ * than the inset allows (§9.1, "Selection")
62
67
  * @param {number} options.spacing metres
63
68
  * @param {number} options.radiance_resolution a power of two from 2, which the update's bit-reversed
64
69
  * walk of the texels needs
@@ -186,8 +191,8 @@ export class GPUProbeClipmap {
186
191
  */
187
192
  built_for(settings: ProbeClipmapSettings): boolean;
188
193
  /**
189
- * Place the windows around the anchor, coarsest first, each a parent cell inside its parent, for the
190
- * frame's {@link graph_update}.
194
+ * Place the windows around the anchor, coarsest first, each a parent cell inside its parent, and the
195
+ * selection boxes on the anchor, for the frame's {@link graph_update}.
191
196
  *
192
197
  * @param {number} x the anchor, world metres
193
198
  * @param {number} y
@@ -198,7 +203,8 @@ export class GPUProbeClipmap {
198
203
  * Take another clipmap's windows, as {@link place} last placed them, at 2^k this clipmap's lattice
199
204
  * (WORLD_PROBE_CACHE_SCOPE_2026_11_01.md §1.2): the same cascades, each the other's window and spacing over
200
205
  * 2^k, its corner 2^k the other's, so every point of the other's lattice is one of this clipmap's and the
201
- * two scroll together. k is the ratio of the resolutions, a power of two from 2.
206
+ * two scroll together. k is the ratio of the resolutions, a power of two from 2. The selection boxes are the
207
+ * other's too: the same anchor, the same half side in metres.
202
208
  *
203
209
  * @param {GPUProbeClipmap} clipmap placed this frame
204
210
  */
@@ -211,7 +217,6 @@ export class GPUProbeClipmap {
211
217
  * @param {Object} options
212
218
  * @param {FrameGraph} options.graph
213
219
  * @param {ProbeClipmapWants} options.wants who wants the frame's probes
214
- * @param {*} options.stbn the 2-channel spatio-temporal blue noise, `STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec2`
215
220
  * @param {number} options.response_frames frames over which a re-sampled neighbour's history goes stale, τ
216
221
  * @param {number} options.ray_budget rays a frame
217
222
  * @param {number} options.rays_per_probe rays an update, R: the frame updates ⌊ray_budget / R⌋ probes at most
@@ -220,8 +225,9 @@ export class GPUProbeClipmap {
220
225
  * @param {number} options.bricks the graph handle of the brick clipmap's last write this frame, which
221
226
  * the update orders after
222
227
  * @param {import("../../../scene/GPUSceneContext.js").GPUSceneContext} options.scene the scene the rays
223
- * light and shade: its lights, its environment, its rows and their geometry caches' cards
224
- * @param {GPUBuffer} options.card_rows the row → card set table, a word a `meshes` row
228
+ * light: its lights and its environment
229
+ * @param {{write_bindings: function(Object): Object}} options.material what binds the brick material's planes
230
+ * for the shade (`GPUBrickMaterial#write_bindings`): the material the bricks carry
225
231
  * @param {boolean} options.history_resampling whether each update re-samples its neighbours' histories, adding
226
232
  * what they have seen to its rays (`shader_probe_clipmap_resample`); never where the radiance has no skirt
227
233
  * @param {boolean} options.ray_resampling whether each update re-samples one neighbour's rays of the frame,
@@ -230,18 +236,22 @@ export class GPUProbeClipmap {
230
236
  * bricks' cascades, which the hits' local lights come from
231
237
  * @param {GPUProbeClipmap} options.bounce_first the clipmap a hit takes its next bounce from first
232
238
  * @param {GPUProbeClipmap} options.bounce_fallback the clipmap it takes it from where the first has no probe
239
+ * @param {number} options.exposure the graph handle of the factor the display multiplies radiance by ahead of its
240
+ * tone curve, a single f32, as the last frame was shown: the exposure the probes' estimators state their
241
+ * thresholds in
233
242
  */
234
- graph_update({ graph, wants, stbn, response_frames, ray_budget, rays_per_probe, brick_clipmap, bricks, scene, card_rows, history_resampling, ray_resampling, clusters, bounce_first, bounce_fallback }: {
243
+ graph_update({ graph, wants, response_frames, ray_budget, rays_per_probe, brick_clipmap, bricks, scene, material, history_resampling, ray_resampling, clusters, bounce_first, bounce_fallback, exposure }: {
235
244
  graph: FrameGraph;
236
245
  wants: ProbeClipmapWants;
237
- stbn: any;
238
246
  response_frames: number;
239
247
  ray_budget: number;
240
248
  rays_per_probe: number;
241
249
  brick_clipmap: import("../brick/GPUBrickClipmap.js").GPUBrickClipmap;
242
250
  bricks: number;
243
251
  scene: import("../../../scene/GPUSceneContext.js").GPUSceneContext;
244
- card_rows: GPUBuffer;
252
+ material: {
253
+ write_bindings: (arg0: any) => any;
254
+ };
245
255
  history_resampling: boolean;
246
256
  ray_resampling: boolean;
247
257
  clusters: {
@@ -250,6 +260,7 @@ export class GPUProbeClipmap {
250
260
  };
251
261
  bounce_first: GPUProbeClipmap;
252
262
  bounce_fallback: GPUProbeClipmap;
263
+ exposure: number;
253
264
  }): void;
254
265
  destroy(): void;
255
266
  #private;