@woosh/meep-engine 3.61.2 → 3.61.3

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Files changed (389) hide show
  1. package/CHANGELOG.md +111 -0
  2. package/package.json +1 -1
  3. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  4. package/src/shade/playground/probe_clipmap/README.md +3 -4
  5. package/src/shade/playground/probe_clipmap/index.html +5 -13
  6. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
  7. package/src/shade/playground/probe_clipmap/main.js +0 -5
  8. package/src/shade/playground/probe_clipmap_box/README.md +1 -1
  9. package/src/shade/playground/probe_clipmap_box/index.html +1 -1
  10. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  11. package/src/shade/renderer/Renderer.js +50 -11
  12. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  13. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  14. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
  15. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  16. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  17. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.d.ts +10 -0
  18. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.d.ts.map +1 -0
  19. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.js +54 -0
  20. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +85 -36
  21. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  22. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +813 -412
  23. package/src/shade/renderer/geometry/sdf/MESH_SDF.d.ts +7 -0
  24. package/src/shade/renderer/geometry/sdf/MESH_SDF.d.ts.map +1 -1
  25. package/src/shade/renderer/geometry/sdf/MESH_SDF.js +8 -0
  26. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.d.ts +14 -0
  27. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.d.ts.map +1 -0
  28. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.js +35 -0
  29. package/src/shade/renderer/geometry/sdf/MESH_SDF_STRUCT.d.ts.map +1 -1
  30. package/src/shade/renderer/geometry/sdf/MESH_SDF_STRUCT.js +0 -4
  31. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.d.ts +55 -10
  32. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.d.ts.map +1 -1
  33. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.js +86 -16
  34. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.d.ts +2 -2
  35. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.d.ts.map +1 -1
  36. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.js +28 -2
  37. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.d.ts +54 -0
  38. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.d.ts.map +1 -0
  39. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.js +146 -0
  40. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts +1 -1
  41. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts.map +1 -1
  42. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.js +2 -1
  43. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.d.ts +18 -0
  44. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.d.ts.map +1 -0
  45. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.js +66 -0
  46. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.d.ts +17 -0
  47. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.d.ts.map +1 -0
  48. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.js +66 -0
  49. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts +5 -3
  50. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts.map +1 -1
  51. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.js +15 -14
  52. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.d.ts +2 -1
  53. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.d.ts.map +1 -1
  54. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.js +12 -3
  55. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.d.ts +21 -0
  56. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.d.ts.map +1 -0
  57. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.js +84 -0
  58. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.d.ts +53 -0
  59. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.d.ts.map +1 -0
  60. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.js +343 -0
  61. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.d.ts +3 -3
  62. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.d.ts.map +1 -1
  63. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.js +9 -5
  64. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.d.ts +2 -2
  65. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.d.ts.map +1 -1
  66. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.js +3 -2
  67. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.d.ts +69 -0
  68. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.d.ts.map +1 -0
  69. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.js +294 -0
  70. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.d.ts +16 -0
  71. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.d.ts.map +1 -0
  72. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.js +36 -0
  73. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts +126 -0
  74. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts.map +1 -0
  75. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.js +148 -0
  76. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.d.ts +10 -0
  77. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.d.ts.map +1 -0
  78. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.js +140 -0
  79. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.d.ts +8 -0
  80. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.d.ts.map +1 -0
  81. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.js +76 -0
  82. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.d.ts +9 -0
  83. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.d.ts.map +1 -1
  84. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.js +23 -0
  85. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.d.ts +13 -0
  86. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.d.ts.map +1 -0
  87. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.js +23 -0
  88. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.d.ts +262 -0
  89. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.d.ts.map +1 -0
  90. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.js +1819 -0
  91. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.d.ts +118 -0
  92. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.d.ts.map +1 -0
  93. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.js +204 -0
  94. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.d.ts +66 -0
  95. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.d.ts.map +1 -0
  96. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.js +103 -0
  97. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.d.ts +19 -0
  98. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.d.ts.map +1 -0
  99. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.js +23 -0
  100. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.d.ts +15 -0
  101. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.d.ts.map +1 -0
  102. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.js +70 -0
  103. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.d.ts +13 -0
  104. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.d.ts.map +1 -0
  105. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.js +35 -0
  106. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.d.ts +32 -0
  107. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.d.ts.map +1 -0
  108. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.js +111 -0
  109. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.d.ts +17 -0
  110. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.d.ts.map +1 -0
  111. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.js +49 -0
  112. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.d.ts +13 -0
  113. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.d.ts.map +1 -0
  114. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.js +35 -0
  115. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.d.ts +24 -0
  116. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.d.ts.map +1 -0
  117. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.js +169 -0
  118. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.d.ts +19 -0
  119. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.d.ts.map +1 -0
  120. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.js +49 -0
  121. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.d.ts +19 -0
  122. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.d.ts.map +1 -0
  123. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.js +67 -0
  124. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.d.ts +78 -0
  125. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.d.ts.map +1 -0
  126. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.js +320 -0
  127. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.d.ts +15 -0
  128. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.d.ts.map +1 -0
  129. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.js +48 -0
  130. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.d.ts +51 -0
  131. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.d.ts.map +1 -0
  132. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.js +109 -0
  133. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.d.ts +11 -0
  134. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.d.ts.map +1 -0
  135. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.js +51 -0
  136. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.d.ts +26 -0
  137. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.d.ts.map +1 -0
  138. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.js +453 -0
  139. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.d.ts +12 -0
  140. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.d.ts.map +1 -0
  141. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.js +99 -0
  142. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.d.ts +22 -0
  143. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.d.ts.map +1 -0
  144. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.js +140 -0
  145. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts +32 -0
  146. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts.map +1 -0
  147. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.js +261 -0
  148. package/src/shade/renderer/geometry/virtual/runtime/VirtualGeometry.d.ts +2 -2
  149. package/src/shade/renderer/geometry/virtual/runtime/VirtualGeometry.js +2 -2
  150. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts +6 -6
  151. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.js +7 -7
  152. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts +15 -7
  153. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
  154. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +82 -17
  155. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts +26 -19
  156. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts.map +1 -1
  157. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.js +226 -148
  158. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts +25 -52
  159. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts.map +1 -1
  160. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.js +29 -69
  161. package/src/shade/renderer/global_illumination/probe_clipmap/brick/BRICK_CLIPMAP.d.ts +19 -16
  162. package/src/shade/renderer/global_illumination/probe_clipmap/brick/BRICK_CLIPMAP.d.ts.map +1 -1
  163. package/src/shade/renderer/global_illumination/probe_clipmap/brick/BRICK_CLIPMAP.js +24 -21
  164. package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.d.ts +46 -22
  165. package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.d.ts.map +1 -1
  166. package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.js +49 -36
  167. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap.d.ts +3 -2
  168. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap.d.ts.map +1 -1
  169. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap.js +7 -6
  170. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap_trace.d.ts +8 -22
  171. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap_trace.d.ts.map +1 -1
  172. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap_trace.js +15 -51
  173. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.d.ts +1 -6
  174. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.d.ts.map +1 -1
  175. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.js +6 -13
  176. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/chunk_mesh_brick_walk.d.ts.map +1 -1
  177. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/chunk_mesh_brick_walk.js +0 -2
  178. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_batch.d.ts +4 -4
  179. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_batch.d.ts.map +1 -1
  180. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_batch.js +9 -34
  181. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_resolve.d.ts +4 -6
  182. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_resolve.d.ts.map +1 -1
  183. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_resolve.js +15 -39
  184. package/src/shade/renderer/global_illumination/probe_clipmap/brick/shader_brick_clipmap_clear.d.ts +1 -1
  185. package/src/shade/renderer/global_illumination/probe_clipmap/brick/shader_brick_clipmap_clear.js +1 -1
  186. package/src/shade/renderer/global_illumination/probe_clipmap/brick/shader_brick_clipmap_store.d.ts +1 -2
  187. package/src/shade/renderer/global_illumination/probe_clipmap/brick/shader_brick_clipmap_store.d.ts.map +1 -1
  188. package/src/shade/renderer/global_illumination/probe_clipmap/brick/shader_brick_clipmap_store.js +2 -6
  189. package/src/shade/renderer/global_illumination/probe_clipmap/brick/shader_brick_clipmap_take.d.ts +2 -2
  190. package/src/shade/renderer/global_illumination/probe_clipmap/brick/shader_brick_clipmap_take.d.ts.map +1 -1
  191. package/src/shade/renderer/global_illumination/probe_clipmap/brick/shader_brick_clipmap_take.js +5 -2
  192. package/src/shade/renderer/global_illumination/probe_clipmap/debug/ProbeClipmapDebugView.d.ts +5 -1
  193. package/src/shade/renderer/global_illumination/probe_clipmap/debug/ProbeClipmapDebugView.js +16 -2
  194. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_brick_material.d.ts +45 -0
  195. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_brick_material.d.ts.map +1 -0
  196. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_brick_material.js +208 -0
  197. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_indirect.d.ts +24 -0
  198. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_indirect.d.ts.map +1 -0
  199. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_indirect.js +40 -0
  200. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_surfaces.d.ts +34 -0
  201. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_surfaces.d.ts.map +1 -0
  202. package/src/shade/renderer/global_illumination/probe_clipmap/debug/{graph_probe_clipmap_debug_mesh_cards.js → graph_probe_clipmap_debug_mesh_surfaces.js} +38 -57
  203. package/src/shade/renderer/global_illumination/probe_clipmap/material/GPUBrickMaterial.d.ts +61 -0
  204. package/src/shade/renderer/global_illumination/probe_clipmap/material/GPUBrickMaterial.d.ts.map +1 -0
  205. package/src/shade/renderer/global_illumination/probe_clipmap/material/GPUBrickMaterial.js +193 -0
  206. package/src/shade/renderer/global_illumination/probe_clipmap/material/chunk_brick_material.d.ts +67 -0
  207. package/src/shade/renderer/global_illumination/probe_clipmap/material/chunk_brick_material.d.ts.map +1 -0
  208. package/src/shade/renderer/global_illumination/probe_clipmap/material/chunk_brick_material.js +142 -0
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package/CHANGELOG.md CHANGED
@@ -2,6 +2,117 @@
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2
 
3
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  ## Unreleased
4
4
 
5
+ ### Probe clipmap GI: a probe ray's hit reads one texel of the brick material, drawn by its weight
6
+
7
+ - **Changed:** the shade takes a hit's diffuse albedo and emissive from one of the 8 brick material texels about its
8
+ surface point, drawn in proportion to its weight in their blend (`probe_clipmap_hit_material_pick`,
9
+ `brick_material_surface_pick`, `surface_material_pick` over `sample_discrete_wrs_mat2x4`), where it blended
10
+ the 8: the blend on average, which the probe's blend of its rays takes. The draw comes from the ray's slot and
11
+ direction, apart from the light pass's draws. On Sponza the shade costs 0.62 ms at the median where it cost 0.84
12
+ on an AMD RDNA2 iGPU (40 µs where 50 on an RTX 4090), and the converged indirect diffuse differs from the blend's
13
+ by less than two runs of the blend differ. The brick material debug view and the gather into world texels keep
14
+ the blend.
15
+ - **Added:** `chunk_surface_material_pick` (`surface_material_pick`, `surface_material_surface_at`,
16
+ `SURFACE_MATERIAL_NO_CORNER`), `chunk_brick_material_surface_pick`, `chunk_probe_clipmap_hit_material_pick`.
17
+
18
+ ### Model SDF: bricks of the same bytes share a slot, and fields and surface caches go in bundles
19
+
20
+ - **Changed:** a field brick takes the slot already holding its bytes. After evaluate, a pass a texel a thread
21
+ sums each brick's u32 content key (`MESH_SDF_BRICK_KEY.js`). Resolve's find takes the first slot listed under
22
+ the key in a content table (`chunk_mesh_sdf_contents`), or claims the key in the frame's claims, the first
23
+ brick of the key its representative; compare, a texel a thread, holds the brick's bytes against the slot's or
24
+ the representative's; fresh gives a representative a fresh slot listed under its key, and a brick whose bytes
25
+ differ a slot of its own listed nowhere (`GPUGeometrySDFManager.bricks_collided`). A key only finds candidates:
26
+ two bricks share a slot once their 512 bytes compare equal, never on their keys alone. A slot counts the
27
+ entries holding it, and free gives it back with the last; a grown atlas's content table takes the old one's
28
+ records (`shader_mesh_sdf_content_rehash`). On Sponza 57% of the field's 115,978 stored bricks are copies of
29
+ another: they take 49,823 slots where they took 115,978, the atlas 32 MiB where it took 64, the field 38.51 MiB
30
+ where it took 69.26, and every entry reads the same bytes as before; no two of the 49,823 distinct bricks share
31
+ a key. The fill's frames cost 29 µs more at the median, beside evaluate's 1.4 ms.
32
+ - **Added:** `ModelCacheBundle` (`geometry/sdf/bundle/`): Model SDFs and Model Surface Caches in one package,
33
+ each brick once, the fields naming bricks and the caches naming fields, kept as bytes by
34
+ `model_cache_bundle_write` and `model_cache_bundle_read` (`MODEL_CACHE_BUNDLE.js`).
35
+ `GPUGeometrySDFManager.export_bundle` reads resident ones out; `upload_bundle` takes one back as the fields of
36
+ geometries that have none, placed by the next bake (`shader_mesh_sdf_upload`), sharing its bricks with those
37
+ resident, by key and compare as the bake does, or not, and offers its caches to the surface caches, which take
38
+ one where the material keeps the same planes (`GPUMeshSurfaceCaches.adopt_layout`). On Sponza a bundle of the
39
+ scene is 54.7 MB; taken back on a fresh page, with sharing or without, its fields hold what the bake's did and
40
+ export again as they were, and only the fields admitted before the upload were baked.
41
+ - **Added:** `chunk_hash_table_atomic`, inserts, finds and removes on the device over `cpu_build_hash_table`'s
42
+ table, which holds at least `HASH_TABLE_PROBE_LIMIT` records, on the probe sequence
43
+ `chunk_generate_next_linear_congruential_index` it now shares with `chunk_hash_table_get`;
44
+ `HASH_TABLE_PROBE_LIMIT` is exported. `chunk_subgroup_atomic_load` loads an atomic every lane of a subgroup
45
+ reads once a subgroup, where `atomicLoad` is a read-modify-write (D3D12): on Sponza the key pass's 24 µs a
46
+ frame fell to 6. `GPUMeshSurfaceCaches.material_of` names a cache's material.
47
+ - **Changed:** `chunk_subgroup_atomic_add` takes calls behind returns its caller knows to be subgroup-uniform:
48
+ its uniformity diagnostic is off.
49
+ - **Breaking:** the bake's arena keeps a record of `MESH_SDF_TAKEN_WORDS` for each brick taken, then the frame's
50
+ claims; evaluate binds no slot stack and takes no `slot_capacity`; store takes `tally_offset`; the log has
51
+ `MESH_SDF_LOG_SHARED` and `MESH_SDF_LOG_COLLIDED`, and take writes `MESH_SDF_TAKE_COUNT`. Free binds
52
+ `mesh_sdf_contents` and `mesh_sdf_content_table`.
53
+
54
+ ### Probe clipmap GI: a Model Surface Cache keeps 4³ blocks, block-coded, where its field can hold surface
55
+
56
+ - **Changed:** a field's bricks are surveyed once, when one of its caches first keeps a plane: each brick keeps
57
+ those of its eight 4³ blocks some texel of which can hold surface, numbered in the geometry's block table, a word a
58
+ brick, and the count is read back. Every cache of the geometry keeps its blocks by those numbers, and only those.
59
+ - **Changed:** each plane a cache keeps is block-coded. The diffuse albedo is two subsets of the block's texels, each
60
+ a line through their square roots with 888 endpoints, and a subset bit and a 3-bit index a texel (48 B a block): the
61
+ subsets start split about the mean of r + g + b, then each texel moves to the nearer line until none moves. The
62
+ metalness and roughness is a line of 4-bit endpoints and a 2-bit index a texel (20 B), the emissive a code a texel
63
+ (256 B), the presence a bit a texel (8 B). A bake lists, traces into a staging, and codes a workgroup a block. On
64
+ Sponza the caches take 34.55 MiB where they took 299.8 MiB, and the albedo the probes' hits read is as far off the
65
+ G-buffer's as before (0.0359 and 0.0879 on two views).
66
+ - **Changed:** the caches' tables and blocks are one storage buffer, `mesh_surface_data`, in place of the planes'
67
+ atlases and the presence words: readers bind it and the records.
68
+ - **Breaking:** `MESH_SURFACE_STRUCT` is 52 bytes: `tiles`, `blocks`, `texels`, `table`, each run's word
69
+ (`presence_blocks`, `albedo_blocks`, `metal_rough_blocks`, `emissive_blocks`) and each plane's code.
70
+ `GPUMeshSurfaceCaches.atlas_at` and `presence` are gone for `data`; `set_blocks` hands a survey's count over,
71
+ and `blocks_of` reads it. `MESH_SURFACE_PRESENCE_RESOURCE` and the planes' texture resources are gone for
72
+ `MESH_SURFACE_DATA_RESOURCE`; `MESH_SURFACE_TEXEL_STRUCT` names its staging slot in place of its tiles.
73
+
74
+ ### Probe clipmap GI: a Model Surface Cache keeps a plane only where it varies
75
+
76
+ - **Changed:** each plane of a Model Surface Cache — diffuse albedo, metalness and roughness, emissive — is its own
77
+ atlas, and a cache keeps texels of a plane only where its material makes it vary over the surface, as the bake's
78
+ material sample does: an albedo texture, vertex colors or a metalness that varies vary the diffuse albedo, an ORM
79
+ texture the metalness and roughness, an emissive texture under a factor that is not 0 the emissive. Every other
80
+ plane is one code in the cache's record, the material's own value, and a cache that varies in no plane is never
81
+ baked. On Sponza, where no material is emissive and one lacks an ORM texture, the caches take 299.8 MiB where they
82
+ took 515.75 MiB.
83
+ - **Changed:** which texels hold a material is a presence bit a texel, beside the planes (`mesh_surface_presence`,
84
+ 16 words a brick), set by the bake where it found surface; readers blend those alone. The brick clipmap's own
85
+ material still says it in its albedo plane.
86
+ - **Added:** `albedo_compress` and `metal_rough_compress` on the host, giving the shader codecs' codes, and
87
+ `meshlet_batch_colored`, whether a batch's vertices carry a color other than white.
88
+ - **Breaking:** `MESH_SURFACE_STRUCT` is 44 bytes: `tiles`, `texels` (bit `1 << plane` for each plane kept),
89
+ the presence's tile and each plane's, and each plane's code, where it held `tile_base` and `tiles`.
90
+ `GPUMeshSurfaceCaches.atlas` is `atlas_at(plane)`, with `presence` beside it, and `set_layout` takes whether
91
+ the geometry is colored. Readers of the caches bind `mesh_surface_presence`. `surface_material_corners` takes
92
+ the surface point (`surface_material_point`) and a presence mask, which `surface_material_present` makes from an
93
+ albedo plane, and `surface_material_surface` and `surface_material_metal_rough` take the tile's origin.
94
+ `NEUTRAL_SURFACE` is a module of its own.
95
+
96
+ ### Probe clipmap GI: the mesh cards are gone; every hit reads the brick material
97
+
98
+ - **Changed:** the probes' hits always read the brick material, gathered as each clipmap brick is built from the
99
+ Model Surface Cache of the `meshes` row nearest each texel (`geometry/sdf/surface/`, added the change before). The
100
+ brick material is made with the clipmaps, and the scene holds keep a surface cache for each (geometry, material) pair
101
+ the SDF world draws. On Sponza the hits' albedo is 0.0288 and 0.0301 off the G-buffer's on two views, against the
102
+ cards' 0.0294 and 0.0306; the caches take 512 MiB where the cards took 111.5 MiB.
103
+ - **Changed:** the brick clipmap keeps no object cells, which named a hit's row for the cards: no 64 rows a slot, no
104
+ object merge in the mesh provider's batches and resolve, no row looked up by the probe trace. The probe ray record's
105
+ `row` is `albedo`, which shade writes.
106
+ - **Changed:** a field's header loses its `cards` word, the bake log's records are three words, and the take four.
107
+ - **Breaking:** gone are `geometry/sdf/cards/` (`GPUMeshCardSets`, `MeshCardCaptureMode`, the placement and capture
108
+ passes, `chunk_mesh_card_surface`), `GPUGeometrySDFManager.cards` and `graph_bake`'s `capture_budget` and
109
+ `material_contexts`, `ProbeClipmapHitMaterial`, `PROBE_CLIPMAP_HIT_MATERIAL`, `chunk_probe_clipmap_hit_surface`,
110
+ the settings `hit_material`, `card_capture_budget` and `card_capture_mode`, `ProbeClipmapSceneHolds`'s `surfaces`
111
+ option, `card_set_of` and `card_rows_buffer`, `GPUProbeClipmap.graph_update`'s `card_rows` and `hit_material`,
112
+ `GPUBrickClipmap.objects`, `BRICK_OBJECT_CELLS`, `BRICK_OBJECTS_RESOURCE` and `chunk_brick_clipmap_object`.
113
+ `probe_clipmap_hit_material` and `probe_clipmap_hit_metal_rough` take no row. `ProbeClipmapDebugView.MeshCards` is
114
+ `MeshSurfaces`, at the same value, and shows each row's surface cache.
115
+
5
116
  ### Network: a client ahead of the host repays its lead in seconds
6
117
 
7
118
  - **Fixed:** a client that found itself far ahead of the host — the host lost time: a hidden or hitched
package/package.json CHANGED
@@ -6,7 +6,7 @@
6
6
  "description": "Advanced 3D game engine",
7
7
  "type": "module",
8
8
  "author": "Alexander Goldring",
9
- "version": "3.61.2",
9
+ "version": "3.61.3",
10
10
  "exports": {
11
11
  "./build/*": "./build/*",
12
12
  "./src/*": "./src/*",
@@ -66,11 +66,11 @@ export class FluidObstacleSystem extends System<any> {
66
66
  /**
67
67
  * @param {FluidComponent} fluid
68
68
  */
69
- static "__#486@#refresh_masks"(fluid: FluidComponent): void;
69
+ static "__#488@#refresh_masks"(fluid: FluidComponent): void;
70
70
  /**
71
71
  * @param {FluidComponent} fluid
72
72
  */
73
- static "__#486@#clear_field"(fluid: FluidComponent): void;
73
+ static "__#488@#clear_field"(fluid: FluidComponent): void;
74
74
  /**
75
75
  * Mark every cell of `fluid` whose centre lies within `inflation` of the
76
76
  * posed shape as solid. Iteration is clipped to the shape's world AABB
@@ -82,7 +82,7 @@ export class FluidObstacleSystem extends System<any> {
82
82
  * @param {number} inflation world-units SDF threshold
83
83
  * @param {Float64Array} point length-3 scratch
84
84
  */
85
- static "__#486@#voxelize"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array): void;
85
+ static "__#488@#voxelize"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array): void;
86
86
  /**
87
87
  * Write the obstacle's translation velocity onto every face of every cell
88
88
  * it voxelized — the moving-wall boundary condition. Runs AFTER the mask
@@ -102,7 +102,7 @@ export class FluidObstacleSystem extends System<any> {
102
102
  * @param {number} wvy
103
103
  * @param {number} wvz
104
104
  */
105
- static "__#486@#stamp_wall_velocity"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array, wvx: number, wvy: number, wvz: number): void;
105
+ static "__#488@#stamp_wall_velocity"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array, wvx: number, wvy: number, wvz: number): void;
106
106
  constructor();
107
107
  dependencies: (typeof FluidObstacle)[];
108
108
  components_used: (ResourceAccessSpecification<typeof Transform64> | ResourceAccessSpecification<typeof FluidObstacle> | ResourceAccessSpecification<typeof Collider> | ResourceAccessSpecification<typeof RigidBody> | ResourceAccessSpecification<typeof FluidComponent>)[];
@@ -21,7 +21,7 @@ has the two lines that put it there. Another scene loads with `?scene=/some/othe
21
21
  | control | what it does |
22
22
  |---|---|
23
23
  | Indirect light | the probe clipmap, or IBL to compare against |
24
- | Debug view | the brick clipmap as the probes' rays see it; the geometry caches' mesh SDF; the hits' albedo from the cards |
24
+ | Debug view | the brick clipmap as the probes' rays see it; the geometry caches' mesh SDF; the hits' albedo from the meshes' surface caches; the brick material the probes' hits read; the light the probes' indirect diffuse (irradiance / π) or indirect specular (radiance) is made of, before the surface's albedo, metalness, reflectance and occlusion, through the frame's TAA and exposure |
25
25
  | Path tracer (P) | the accumulating path tracer's image in place of the rasterized one, as ground truth; TAA is off while it is on and comes back after |
26
26
  | History re-sampling (R) | each probe update pools its rays with what four of its neighbours have already seen, where their depth confirms it (`ProbeClipmapSettings.history_resampling`); off by default, and measured quieter but no faster to converge on Sponza (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.8) |
27
27
  | Ray re-sampling (T) | each probe update also takes every ray one neighbour traced the same frame, the neighbour drawn by its radiance and the probe's sight of it, each ray where the probe's depth confirms its hit or sky (`ProbeClipmapSettings.ray_resampling`); off by default (PROBE_RAY_REPROJECTION_SCOPE_2026_11_01.md) |
@@ -39,6 +39,5 @@ the camera, the sun or the point lights restarts it. It stops at three bounces.
39
39
 
40
40
  ## What to expect
41
41
 
42
- Specular light still comes from the environment, unoccluded, until the probes' specular lands (the
43
- proposal's S6). Indoors, where the probes' diffuse is rightly darker than IBL's, that sky reflection shows
44
- as a bluish sheen over cloth and stone.
42
+ Both lobes come from the probes (the proposal's §9). A pixel no probe weighs anything for takes the
43
+ environment's light for both, as IBL gives it.
@@ -99,7 +99,11 @@
99
99
  <option value="None" selected>None</option>
100
100
  <option value="BrickClipmap">Brick clipmap — what the rays see</option>
101
101
  <option value="MeshSDF">Mesh SDF — the geometry caches</option>
102
- <option value="MeshCards">Mesh cards — the hits' albedo</option>
102
+ <option value="MeshSurfaces">Mesh surfaces — each mesh's surface cache</option>
103
+ <option value="IndirectDiffuse">Indirect diffuse — the probes' irradiance / π, before the material</option>
104
+ <option value="IndirectSpecular">Indirect specular — the probes' radiance, before the material</option>
105
+ <option value="BrickMaterial">Brick material — the probes' hits' albedo</option>
106
+ <option value="BrickMetalRough">Brick material — the probes' hits' metal (R) and rough (G)</option>
103
107
  </select>
104
108
  </label>
105
109
 
@@ -153,18 +157,6 @@
153
157
  frame-time knob; this page starts higher so Sponza is whole in seconds, not minutes.
154
158
  </p>
155
159
 
156
- <label>
157
- <span>Card capture</span>
158
- <select id="card_capture_mode">
159
- <option value="Raster" selected>Raster — the material's own pass</option>
160
- <option value="Trace">Trace — a ray a texel</option>
161
- </select>
162
- </label>
163
- <p class="note">
164
- How the cards take their albedo. A change captures every card set again; the Mesh cards view
165
- shows what they hold.
166
- </p>
167
-
168
160
  <hr>
169
161
 
170
162
  <div id="status"></div>
@@ -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,CA0SzB"}
1
+ {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/probe_clipmap/main.js"],"names":[],"mappings":"AAyFA;;;;;GAKG;AACH,yBAFa,QAAQ,IAAI,CAAC,CAsSzB"}
@@ -11,7 +11,6 @@ import { camera_frame_sphere } from "../../renderer/camera/camera_frame_sphere.j
11
11
  import { OrbitalCameraController } from "../../renderer/camera/orbital/OrbitalCameraController.js";
12
12
  import { PerspectiveCamera } from "../../renderer/camera/PerspectiveCamera.js";
13
13
  import { create_frame_loop } from "../../renderer/create_frame_loop.js";
14
- import { MeshCardCaptureMode } from "../../renderer/geometry/sdf/cards/MeshCardCaptureMode.js";
15
14
  import { ProbeClipmapDebugView } from "../../renderer/global_illumination/probe_clipmap/debug/ProbeClipmapDebugView.js";
16
15
  import { make_sunlight } from "../../renderer/light/make_sunlight.js";
17
16
  import { PointLight } from "../../renderer/light/model/PointLight.js";
@@ -242,10 +241,6 @@ export async function start() {
242
241
  renderer.probe_clipmap.debug_view = ProbeClipmapDebugView[event.target.value];
243
242
  });
244
243
 
245
- element('card_capture_mode').addEventListener('change', event => {
246
- renderer.probe_clipmap.card_capture_mode = MeshCardCaptureMode[event.target.value];
247
- });
248
-
249
244
  const taa_toggle = element('taa');
250
245
  const path_tracing_toggle = element('path_tracing');
251
246
 
@@ -34,7 +34,7 @@ then open <http://localhost:5173/src/shade/playground/probe_clipmap_box/index.ht
34
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
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
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 |
37
+ | Debug view | the brick clipmap as the rays see it; the geometry caches' mesh SDF; the hits' albedo from the meshes' surface caches |
38
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
39
  | Path tracer (P) | the accumulating path tracer, three bounces, for context; TAA is off while it is on |
40
40
  | TAA | the resolve the probe pick's noise is meant for |
@@ -127,7 +127,7 @@
127
127
  <option value="None" selected>None</option>
128
128
  <option value="BrickClipmap">Brick clipmap — what the rays see</option>
129
129
  <option value="MeshSDF">Mesh SDF — the geometry caches</option>
130
- <option value="MeshCards">Mesh cards — the hits' albedo</option>
130
+ <option value="MeshSurfaces">Mesh surfaces — each mesh's surface cache</option>
131
131
  </select>
132
132
  </label>
133
133
 
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"Renderer.d.ts","sourceRoot":"","sources":["../../../../src/shade/renderer/Renderer.js"],"names":[],"mappings":"AA0JA;IAOI,0BAEC;IAED;;OAEG;IACH,0BAAQ;IAER;;;;;;OAMG;IACH,kDAEC;IAED;;OAEG;IACH,kBAAO;IAYP;;;OAGG;IACH,2BAEC;IAaD,wCAGC;IAED,uCAEC;IAED;;;;OAIG;IACH,wBAFU,yBAAyB,CAEoB;IAEvD;;;;;;;OAOG;IACH,mBAFU,gBAAgB,CAEgB;IAE1C;;;;OAIG;IACH,eAFU,oBAAoB,CAEa;IAY3C;;;;;;;OAOG;IACH,mBAFU,qBAAqB,CAEkB;IAEjD;;;;;OAKG;IACH,mBAFU,oBAAoB,CAEgB;IAE9C;;;OAGG;IACH,QAFU,cAAc,CAEM;IAE9B;;;;;;;;;OASG;IACH,2BAFU,OAAO,CAEiB;IAElC,6BAA4B;IAC5B,8BAA4B;IAC5B;;;;OAIG;IACH,mCAAkC;IAClC;;;;;;;OAOG;IACH,mCAFU,OAAO,CAEyB;IAW1C,oCAIC;IAED,mCAEC;IAYD,oCAIC;IAED,mCAEC;IAED;;;;;;OAMG;IACH,6BAFU,OAAO,CAEmB;IAcpC;;OAEG;IACH,uCAEC;IAyBD,0CAIC;IAED,yCAEC;IAED;;;;;OAKG;IACH,yBAFU,MAAM,CAEY;IAW5B,8CAMC;IAED,6CAEC;IAUD,8CAMC;IAED,6CAEC;IAWD,mDAKC;IAED,kDAEC;IASD,+CAKC;IAED,8CAEC;IAED,+BAA6B;IAC7B,4CAA0C;IAkB1C,qCAKC;IArBD;;;;;;;;;;OAUG;IACH,oCAGC;IASD;;;;;;;OAOG;IACH,0BAFU,OAAO,CAEe;IAQhC;;;;;;;OAOG;IACH,oCAOC;IAnBD,mCAEC;IAmBD;;;;;;;;;OASG;IACH,6BAFU,OAAO,CAEmB;IAWpC;;;;;OAKG;IACH,8BAA+C;IAE/C;;;;;;;;OAQG;IACH,6BAFU,OAAO,CAEmB;IAEpC;;;;;;;;;;;;;;OAcG;IACH,8BAFU,OAAO,CAEoB;IAErC;;;;;;;;;;OAUG;IACH,qBAFU,OAAO,CAEW;IAU5B;;;;;OAKG;IACH,wBAA0C;IAE1C;;;;;;;;OAQG;IACH,eAFU,UAAU,GAAC,QAAQ,CAEF;IAU3B;;;;OAIG;IACH,gCAAwD;IAExD;;;OAGG;IACH,4BAFU,OAAO,CAEiB;IAKlC;;;OAGG;IACH,yBAEC;IAYD;;OAEG;IACH,sCAEC;IAOD;;;OAGG;IACH,gCAEC;IAcD;;;;;;;;;OASG;IACH,qBAA+B;IAE/B;;;;;;;;;;OAUG;IACH,qBAA+B;IAgB/B;;;OAGG;IACH,yCAeC;IAED;;;OAGG;IACH,wCAEC;IA0BD;;;OAGG;IACH,iCAEC;IAED;;;;OAIG;IACH,2BAEC;IAQD;;;OAGG;IACH,+CAIC;IAED;;;OAGG;IACH,gDAIC;IAeD;;;OAGG;IACH,gDAIC;IAED;;;;OAIG;IACH,iDAIC;IAkCD;;;OAGG;IACH,+BAcC;IA1BD;;;OAGG;IACH,0BAEC;IAsBD;;;;;;;;;;;;;;;;;;;OAmBG;IACH,iBAFU,iBAAiB,GAAC,IAAI,CAET;IAEvB;;OAEG;IACH;;;;;;;;;;;;;;OAcG;IACH,yBAHW,eAAe,GACb,eAAe,CA8B3B;IAED;;;;;OAKG;IACH,4BAHW,eAAe,GACb,OAAO,CAInB;IAED;;;OAGG;IACH,uBAHW,UAAU,GACR,MAAM,CAIlB;IAUD;;;;;;;;;;;;;;;;;OAiBG;IACH,kCAHW,iBAAiB,GACf,iBAAiB,CAsB7B;IAED;;;;;OAKG;IACH,qCAHW,iBAAiB,GACf,OAAO,CAYnB;IAED;;OAEG;IACH,8BAFa,MAAM,CAIlB;IAgBD;;;;OAIG;IACH,yBAHW,KAAK,GACJ,gBAAgB,CAW3B;IAED;;;OAGG;IACH,6BAMC;IAiBD;;;;OAIG;IACH,gCAHW,KAAK,GACH,2BAA2B,CAcvC;IAGD;;;OAGG;IACH,kBAFW,KAAK,QAyBf;IA8TD,oGAAoG;IACpG,kDAA2C;IAO3C;;;;OAIG;IACH,0BAEC;IAiBD;;;;;;OAMG;IACH,qBAHW,eAAe,GACb,iBAAiB,CAW7B;IAgBD;;;;;;OAMG;IACH,cAFU,iBAAiB,CAEU;IAErC;;;;;;OAMG;IACH,eAgBC;IAwFD;;;;;;;;OAQG;IACH;QAJsC,OAAO;QACd,MAAM;QACT,UAAU,GAA3B,MAAM;sBAuNhB;IAED;;;;;;;;;;;;;;OAcG;IACH,0BAFW,eAAe,QAkEzB;IAyDD;;;;;;;;;;;;;;;;;OAiBG;IACH,WAFa,IAAI,CA0ChB;IAkCD,4BAwBC;IAkID;;;;;OAKG;IACH,UAHW,MAAM,KACN,MAAM,QAgBhB;IAoFD,0CAMC;IAED;;;;;;;;;;;;;;;;;OAiBG;IACH,eAZW,iBAAiB,SACjB,KAAK,uBACL,MAAM,GAIJ,OAAO,CAuCnB;IAED;;;;;;;;;;;;;;;;;OAiBG;IACH,yBARW,iBAAiB,SACjB,KAAK,sBACL,MAAM,UACN,iBAAiB,GACf,OAAO,CAiBnB;;CAgnCJ;+BAp8GY,OAAO,8CAA8C,EAAE,gBAAgB;gCACvE,OAAO,+CAA+C,EAAE,iBAAiB;gCACzE,OAAO,+BAA+B,EAAE,iBAAiB;8BACzD,OAAO,gCAAgC,EAAE,eAAe;gCACxD,OAAO,gDAAgD,EAAE,iBAAiB;8BAC1E,OAAO,4BAA4B,EAAE,eAAe;oBACpD,OAAO,kBAAkB,EAAE,KAAK;6BApChB,yBAAyB;0CACZ,gCAAgC;iCACzC,yCAAyC;qCA9CrC,6DAA6D;sCAgD5D,4BAA4B;qCAD7B,2BAA2B;+BAEjC,6CAA6C;gCAC5C,sCAAsC;2BAjC3C,yCAAyC;6BAFvC,4CAA4C;8BAD3C,2CAA2C;4BAwD7C,uBAAuB;mCAChB,qCAAqC;gCApExC,sBAAsB;oBAzDlC,4BAA4B;kCAyHd,gCAAgC;2BAzFvC,2BAA2B;iCAuFrB,0CAA0C;4CApE/B,+DAA+D;yBA6ClF,yBAAyB;kCAChB,kCAAkC;kCAWlC,wBAAwB;oBApCtC,0BAA0B;gCA3Dd,uCAAuC;uCAiDhC,sDAAsD"}
@@ -1215,6 +1215,37 @@ export class Renderer {
1215
1215
  cmd.finish();
1216
1216
  }
1217
1217
 
1218
+ /**
1219
+ * The inputs of the probe clipmap's fused indirect pass (`shader_probe_clipmap_indirect_lighting`), less the
1220
+ * probes' own bindings, which `GPUProbeClipmapGI.write_sampling_bindings` adds: for the frame's pass and for
1221
+ * the mode's indirect debug views alike. A fresh object each call, as the probes' bindings are written into it.
1222
+ *
1223
+ * @param {object} params
1224
+ * @param {GPUViewContext} params.view_ctx
1225
+ * @param {number} params.depth graph handle
1226
+ * @param {number} params.normal graph handle
1227
+ * @param {number} params.bent_normal graph handle
1228
+ * @param {number} params.albedo_ao graph handle
1229
+ * @param {number} params.pbr graph handle
1230
+ * @param {number} params.environment graph handle
1231
+ * @param {number} params.camera graph handle
1232
+ * @returns {Object}
1233
+ */
1234
+ #probe_clipmap_indirect_inputs({ view_ctx, depth, normal, bent_normal, albedo_ao, pbr, environment, camera }) {
1235
+ return {
1236
+ tDepth: depth,
1237
+ tNormals: normal,
1238
+ tBentNormals: bent_normal,
1239
+ tGBufferAlbedo: albedo_ao,
1240
+ tGBufferPBR: pbr,
1241
+ tSTBN_vec2: STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec2,
1242
+ view: view_ctx.uniform_buffer.buffer,
1243
+ camera,
1244
+ tEnvironment: environment,
1245
+ tSplitSum: STATIC_GRAPHICS_ENGINE_ASSETS.split_sum,
1246
+ };
1247
+ }
1248
+
1218
1249
  /**
1219
1250
  * Build and composite deferred indirect lighting, including fused and SSR paths.
1220
1251
  *
@@ -1307,18 +1338,16 @@ export class Renderer {
1307
1338
  output: [current_color_out],
1308
1339
  input_depth: gr_texture_depth_current,
1309
1340
  load_op: "load",
1310
- inputs: this.#probe_clipmap_gi.write_sampling_bindings({
1311
- tDepth: gr_texture_depth_current,
1312
- tNormals: gr_texture_normal,
1313
- tBentNormals: bent_normals,
1314
- tGBufferAlbedo: gr_texture_material_albedo_ao,
1315
- tGBufferPBR: gr_texture_pbr,
1316
- tSTBN_vec2: STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec2,
1317
- view: view_ctx.uniform_buffer.buffer,
1341
+ inputs: this.#probe_clipmap_gi.write_sampling_bindings(this.#probe_clipmap_indirect_inputs({
1342
+ view_ctx,
1343
+ depth: gr_texture_depth_current,
1344
+ normal: gr_texture_normal,
1345
+ bent_normal: bent_normals,
1346
+ albedo_ao: gr_texture_material_albedo_ao,
1347
+ pbr: gr_texture_pbr,
1348
+ environment: gr_texture_environment,
1318
1349
  camera: gr_buffer_camera_current,
1319
- tEnvironment: gr_texture_environment,
1320
- tSplitSum: STATIC_GRAPHICS_ENGINE_ASSETS.split_sum,
1321
- }),
1350
+ })),
1322
1351
  });
1323
1352
  return current_color_out;
1324
1353
  }
@@ -3339,6 +3368,16 @@ export class Renderer {
3339
3368
  view: view_ctx,
3340
3369
  settings: this.probe_clipmap,
3341
3370
  resolution: resolution_internal.asArray(),
3371
+ indirect: this.#probe_clipmap_indirect_inputs({
3372
+ view_ctx,
3373
+ depth: gr_texture_depth_current,
3374
+ normal: gr_texture_normal,
3375
+ bent_normal: bent_normals,
3376
+ albedo_ao: gr_texture_material_albedo_ao,
3377
+ pbr: gr_texture_pbr,
3378
+ environment: gr_texture_environment,
3379
+ camera: gr_buffer_camera_current,
3380
+ }),
3342
3381
  });
3343
3382
  }
3344
3383
 
@@ -143,7 +143,7 @@ export class GPUFluidCascade {
143
143
  * @param {*} _resources
144
144
  * @param {{encoder: ShadeGPUCommandContext}} context
145
145
  */
146
- static "__#283@#execute_restrict"(record: object, _resources: any, context: {
146
+ static "__#285@#execute_restrict"(record: object, _resources: any, context: {
147
147
  encoder: ShadeGPUCommandContext;
148
148
  }): void;
149
149
  /**
@@ -151,7 +151,7 @@ export class GPUFluidCascade {
151
151
  * @param {*} _resources
152
152
  * @param {{encoder: ShadeGPUCommandContext}} context
153
153
  */
154
- static "__#283@#execute_fill"(record: object, _resources: any, context: {
154
+ static "__#285@#execute_fill"(record: object, _resources: any, context: {
155
155
  encoder: ShadeGPUCommandContext;
156
156
  }): void;
157
157
  /**
@@ -159,7 +159,7 @@ export class GPUFluidCascade {
159
159
  * @param {import("../../../engine/graphics/render/frame_graph/FramePassResources.js").FramePassResources} resources
160
160
  * @param {{encoder: ShadeGPUCommandContext}} context
161
161
  */
162
- static "__#283@#execute"(record: object, resources: import("../../../engine/graphics/render/frame_graph/FramePassResources.js").FramePassResources, context: {
162
+ static "__#285@#execute"(record: object, resources: import("../../../engine/graphics/render/frame_graph/FramePassResources.js").FramePassResources, context: {
163
163
  encoder: ShadeGPUCommandContext;
164
164
  }): void;
165
165
  /**
@@ -63,7 +63,7 @@ export class GPUFluidCascadeStack {
63
63
  * @param {*} _resources
64
64
  * @param {{encoder: import("../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext}} context
65
65
  */
66
- static "__#285@#execute_publish"(pass: object, _resources: any, context: {
66
+ static "__#287@#execute_publish"(pass: object, _resources: any, context: {
67
67
  encoder: import("../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext;
68
68
  }): void;
69
69
  /**
@@ -90,19 +90,19 @@ export class GPUFluidForcing {
90
90
  * @param {number} clear_size bytes cleared from 0 when the pool reuses the buffer
91
91
  * @returns {BufferResourceDescriptor}
92
92
  */
93
- static "__#286@#descriptor"(kept: BufferResourceDescriptor[], role: number, size: number, usage: number, clear_size: number): BufferResourceDescriptor;
93
+ static "__#288@#descriptor"(kept: BufferResourceDescriptor[], role: number, size: number, usage: number, clear_size: number): BufferResourceDescriptor;
94
94
  /**
95
95
  * @param {object} record
96
96
  * @param {FramePassResources} resources
97
97
  * @param {{encoder: ShadeGPUCommandContext}} context
98
98
  */
99
- static "__#286@#execute_extract"(record: object, resources: FramePassResources, context: {
99
+ static "__#288@#execute_extract"(record: object, resources: FramePassResources, context: {
100
100
  encoder: ShadeGPUCommandContext;
101
101
  }): void;
102
- static "__#286@#execute_clear"(record: any, _resources: any, context: any): void;
103
- static "__#286@#execute_query"(record: any, resources: any, context: any): void;
104
- static "__#286@#execute_command"(record: any, resources: any, context: any): void;
105
- static "__#286@#execute_apply"(record: any, resources: any, context: any): void;
102
+ static "__#288@#execute_clear"(record: any, _resources: any, context: any): void;
103
+ static "__#288@#execute_query"(record: any, resources: any, context: any): void;
104
+ static "__#288@#execute_command"(record: any, resources: any, context: any): void;
105
+ static "__#288@#execute_apply"(record: any, resources: any, context: any): void;
106
106
  /**
107
107
  * @param {object} options
108
108
  * @param {GPUDevice} options.device
@@ -41,7 +41,7 @@ export class GPUFluidPressureSolve {
41
41
  * @param {*} _resources
42
42
  * @param {{encoder: ShadeGPUCommandContext}} context
43
43
  */
44
- static "__#282@#execute"(data: {
44
+ static "__#284@#execute"(data: {
45
45
  solve: GPUFluidPressureSolve;
46
46
  arm: number;
47
47
  count: number;
@@ -49,7 +49,7 @@ export class GPUFluidQueries {
49
49
  * @param {import("../../../../engine/graphics/render/frame_graph/FramePassResources.js").FramePassResources} resources
50
50
  * @param {{encoder: import("../../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext}} context
51
51
  */
52
- static "__#287@#execute"(pass: object, resources: import("../../../../engine/graphics/render/frame_graph/FramePassResources.js").FramePassResources, context: {
52
+ static "__#289@#execute"(pass: object, resources: import("../../../../engine/graphics/render/frame_graph/FramePassResources.js").FramePassResources, context: {
53
53
  encoder: import("../../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext;
54
54
  }): void;
55
55
  /**
@@ -0,0 +1,10 @@
1
+ /**
2
+ * Whether any vertex of the batch carries a color other than white. A meshlet keeps a color for each of
3
+ * its vertices, or one for all of them when they share it; a geometry without colors keeps white, once a
4
+ * meshlet.
5
+ *
6
+ * @param {import("./MeshletBatch.js").MeshletBatch} batch
7
+ * @returns {boolean}
8
+ */
9
+ export function meshlet_batch_colored(batch: import("./MeshletBatch.js").MeshletBatch): boolean;
10
+ //# sourceMappingURL=meshlet_batch_colored.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"meshlet_batch_colored.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/meshlet/meshlet_batch_colored.js"],"names":[],"mappings":"AAeA;;;;;;;GAOG;AACH,6CAHW,OAAO,mBAAmB,EAAE,YAAY,GACtC,OAAO,CAgCnB"}
@@ -0,0 +1,54 @@
1
+ import { StandardAttributes } from "../StandardAttributes.js";
2
+ import { MESHLET_METADATA_FLAGS } from "./encoding/MESHLET_METADATA_FLAGS.js";
3
+ import { MESHLET_METADATA_STRUCT } from "./encoding/MESHLET_METADATA_STRUCT.js";
4
+ import { meshlet_data_index_section_size } from "./meshlet_data_index_section_size.js";
5
+ import { meshlet_get_attribute_offset } from "./meshlet_get_attribute_offset.js";
6
+
7
+ const STRIDE = MESHLET_METADATA_STRUCT.size >>> 2;
8
+ const ADDRESS = MESHLET_METADATA_STRUCT.get("address").offset >>> 2;
9
+ const PRIMITIVE_COUNT = MESHLET_METADATA_STRUCT.get("primitive_count").offset >>> 2;
10
+ const VERTEX_COUNT = MESHLET_METADATA_STRUCT.get("vertex_count").offset >>> 2;
11
+ const FLAGS = MESHLET_METADATA_STRUCT.get("flags").offset >>> 2;
12
+
13
+ /** the color bytes of an encoded vertex color, r | g << 8 | b << 16 */
14
+ const RGB = 0xFFFFFF;
15
+
16
+ /**
17
+ * Whether any vertex of the batch carries a color other than white. A meshlet keeps a color for each of
18
+ * its vertices, or one for all of them when they share it; a geometry without colors keeps white, once a
19
+ * meshlet.
20
+ *
21
+ * @param {import("./MeshletBatch.js").MeshletBatch} batch
22
+ * @returns {boolean}
23
+ */
24
+ export function meshlet_batch_colored(batch) {
25
+ const count = batch.count;
26
+
27
+ if (count === 0) {
28
+ return false;
29
+ }
30
+
31
+ // as written: in the platform's byte order, which a typed view reads
32
+ const metadata = new Uint32Array(batch.metadata_buffer);
33
+ const data = new Uint32Array(batch.data_buffer);
34
+
35
+ for (let meshlet = 0; meshlet < count; meshlet++) {
36
+ const header = meshlet * STRIDE;
37
+ const flags = metadata[header + FLAGS];
38
+ const vertex_count = metadata[header + VERTEX_COUNT];
39
+
40
+ const first = metadata[header + ADDRESS]
41
+ + meshlet_data_index_section_size(metadata[header + PRIMITIVE_COUNT])
42
+ + meshlet_get_attribute_offset(StandardAttributes.Color, flags, vertex_count);
43
+
44
+ const colors = (flags & MESHLET_METADATA_FLAGS.ATTRIBUTE_COMPRESSED_COLOR) !== 0 ? 1 : vertex_count;
45
+
46
+ for (let i = 0; i < colors; i++) {
47
+ if ((data[first + i] & RGB) !== RGB) {
48
+ return true;
49
+ }
50
+ }
51
+ }
52
+
53
+ return false;
54
+ }