@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
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@@ -1,39 +1,48 @@
1
1
  import { chunk_frustum_sample_point } from "../shader/chunk/geometry/frustum/chunk_frustum_sample_point.js";
2
- import { chunk_random } from "../shader/chunk/random/chunk_random.js";
2
+ import { chunk_sobol_sample_vec2 } from "../shader/chunk/noise/chunk_sobol_sample_vec2.js";
3
3
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
4
4
 
5
+ /**
6
+ * The share of a frustum's volume inside the unit box [-0.5, 0.5]³, estimated along 4 rays from its near
7
+ * face to its far face: the mean of the fraction of each ray inside the box.
8
+ *
9
+ * The rays cross the face at points `4 · round` to `4 · round + 3` of the shuffled, Owen-scrambled Sobol
10
+ * sequence of `seed` (`sample_sobol_2d`), in the face's (u, v), u from the left plane to the right and v
11
+ * from the bottom to the top. Each call's 4 points are one per quarter of the face along either axis, and one
12
+ * per quadrant. The 2^m calls of an aligned run of rounds put one point in each dyadic cell of area
13
+ * 2^-(m+2). The points depend only on the seed and the round, and a ray is the planes' blend at its point:
14
+ * the same frustum's planes carried into another space by a rigid or uniformly scaled map, each plane
15
+ * renormalized, cast the same rays there.
16
+ *
17
+ * ```wgsl
18
+ * fn frustum_unit_box_coverage(frustum: array<vec4f, 6>, round: u32, seed: u32) -> f32 // frustum planes [LEFT, RIGHT, BOTTOM, TOP, NEAR, FAR]
19
+ * ```
20
+ *
21
+ * @type {CodeChunk}
22
+ */
5
23
  export const chunk_frustum_unit_box_coverage_multisample = CodeChunk.from(
6
24
  //language=WGSL
7
25
  `
8
26
  fn frustum_unit_box_coverage(
9
27
  frustum: array< vec4f, 6>,
28
+ round: u32,
29
+ seed: u32,
10
30
  ) -> f32 {
11
-
12
- // 4 Samples is usually the "Sweet Spot" for volumetrics.
13
- // 1 = Hard Edges
14
- // 4 = Smooth with slight noise (cleaned up by TAA)
15
- // 16 = High quality but expensive
16
31
  const SAMPLE_COUNT = 4u;
17
-
32
+
18
33
  var total_coverage = 0.0;
19
34
 
20
35
  for(var i = 0u; i < SAMPLE_COUNT; i++){
21
-
22
- // 1. Generate Random UVs
23
- // This distributes rays across the face of the froxel.
24
- let u = random();
25
- let v = random();
26
-
27
- // 2. Construct Ray
28
- // Note: We must re-calculate direction per-sample because
29
- // perspective frustums diverge (rays are not parallel).
30
- let start = frustum_sample_point(frustum, vec3f(u, v, 0.0));
31
- let end = frustum_sample_point(frustum, vec3f(u, v, 1.0));
36
+ let uv = sample_sobol_2d(round * SAMPLE_COUNT + i, seed);
37
+
38
+ // perspective frustums diverge, so each ray takes its own direction
39
+ let start = frustum_sample_point(frustum, vec3f(uv, 0.0));
40
+ let end = frustum_sample_point(frustum, vec3f(uv, 1.0));
32
41
 
33
42
  let dir = end - start;
34
43
  let inv_dir = 1.0 / (dir + vec3f(1e-5));
35
-
36
- // 3. Slab Method (Intersection with Unit Box -0.5 to 0.5)
44
+
45
+ // slab test against the unit box
37
46
  let t0 = (vec3f(-0.5) - start) * inv_dir;
38
47
  let t1 = (vec3f( 0.5) - start) * inv_dir;
39
48
 
@@ -43,7 +52,6 @@ fn frustum_unit_box_coverage(
43
52
  let enter = max(max(tmin.x, tmin.y), tmin.z);
44
53
  let exit = min(min(tmax.x, tmax.y), tmax.z);
45
54
 
46
- // 4. Accumulate Ratio
47
55
  let t_start = max(0.0, enter);
48
56
  let t_end = min(1.0, exit);
49
57
 
@@ -54,6 +62,6 @@ fn frustum_unit_box_coverage(
54
62
  }
55
63
  `, [
56
64
  chunk_frustum_sample_point,
57
- chunk_random
65
+ chunk_sobol_sample_vec2,
58
66
  ]
59
- );
67
+ );
@@ -1 +1 @@
1
- {"version":3,"file":"shader_volumetrics_build_participating_media.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js"],"names":[],"mappings":"AA8QA,yEAIE;8BA3P4B,4BAA4B"}
1
+ {"version":3,"file":"shader_volumetrics_build_participating_media.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js"],"names":[],"mappings":"AA6QA,yEAIE;8BA3P4B,4BAA4B"}
@@ -18,8 +18,7 @@ import {
18
18
  } from "../shader/chunk/geometry/frustum/chunk_frustum_transform_plane_matrix.js";
19
19
  import { chunk_mat4_extract_scale } from "../shader/chunk/geometry/mat4/chunk_mat4_extract_scale.js";
20
20
  import { chunk_stbn_sample_vec3 } from "../shader/chunk/noise/chunk_stbn_sample_vec3.js";
21
- import { chunk_random } from "../shader/chunk/random/chunk_random.js";
22
- import { chunk_random_initialize } from "../shader/chunk/random/chunk_random_initialize.js";
21
+ import { chunk_pcg4d } from "../shader/chunk/random/pcg/chunk_pcg4d.js";
23
22
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
24
23
  import { ComputeShader } from "../shader/ComputeShader.js";
25
24
  import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
@@ -69,7 +68,8 @@ fn main(
69
68
  return;
70
69
  }
71
70
 
72
- random_initialize(voxel_coord, vec3(view.frame_index, 0xCAFEBEEF, 1337));
71
+ // the froxel's coverage points: a sequence of its own, a round of it a frame, the same points for every volume
72
+ let coverage_seed = pcg4d(vec4<u32>(voxel_coord, 0x1F83D9ABu)).x;
73
73
 
74
74
  let uv = vec2f(voxel_coord.xy) / vec2f(resolution.xy);
75
75
 
@@ -187,7 +187,7 @@ fn main(
187
187
  // volumetrics_froxel_containment.spec.js keeps the geometry proven if the balance changes.
188
188
 
189
189
  // estimate volume coverage to avoid aliasing and get a better overlap test
190
- var volume_coverage = frustum_unit_box_coverage(local_frustum);
190
+ var volume_coverage = frustum_unit_box_coverage(local_frustum, view.frame_index, coverage_seed);
191
191
 
192
192
  if(volume_coverage == 0.0){
193
193
  // skip
@@ -252,8 +252,7 @@ fn main(
252
252
  chunk_frustum_transform_plane_matrix,
253
253
  chunk_aabb3_intersects_frustum,
254
254
  chunk_compute_near_far_from_projection,
255
- chunk_random_initialize,
256
- chunk_random,
255
+ chunk_pcg4d,
257
256
  chunk_rgb_to_luminance,
258
257
  chunk_frustum_unit_box_coverage_multisample,
259
258
  chunk_compute_volume_fade_factor,
@@ -24,7 +24,7 @@ export class GPUWaterQueries {
24
24
  * @param {PipelineEnquiry} enquiry
25
25
  */
26
26
  static enquirePipelines(enquiry: PipelineEnquiry): void;
27
- static "__#279@#execute"(pass: any, resources: any, context: any): void;
27
+ static "__#281@#execute"(pass: any, resources: any, context: any): void;
28
28
  /**
29
29
  * @param {object} options
30
30
  * @param {GPUDevice} options.device
@@ -42,7 +42,7 @@ export class GPUSceneWind {
42
42
  * @param {number} capacity
43
43
  * @returns {GPUTileAtlas3D}
44
44
  */
45
- static "__#169@#make_atlas"(device: GPUDevice, content: ArrayLike<number>, capacity: number): GPUTileAtlas3D;
45
+ static "__#174@#make_atlas"(device: GPUDevice, content: ArrayLike<number>, capacity: number): GPUTileAtlas3D;
46
46
  /**
47
47
  * @param {GPUDevice} device
48
48
  */
@@ -1,213 +0,0 @@
1
- /**
2
- * s_e: the largest component of a material's emissive factor, which the capture stores emissive
3
- * over. 0 for a material that emits nothing, or that has no emissive factor.
4
- *
5
- * @param {ShadeMaterial} material
6
- * @returns {number}
7
- */
8
- export function mesh_card_emissive_scale_of(material: ShadeMaterial): number;
9
- /**
10
- * Most pages a frame's capture may take: a workgroup a page, in one dispatch row.
11
- * @type {number}
12
- */
13
- export const MESH_CARD_CAPTURE_BUDGET_MAX: number;
14
- /**
15
- * Card sets (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.5): one (geometry, material) pair's capture of
16
- * its geometry's card layout, by card set id, the storage of which {@link GPUGeometrySDFManager}
17
- * keeps beside its fields and layouts.
18
- *
19
- * - A card set's pages are a run of tiles of the card atlas, one a page of the layout, in the
20
- * layout's order, from page_base. The layout's column tables are the geometry's, shared by every
21
- * card set of it, so a card set needs no page table of its own.
22
- * - The atlas is two `rgba8unorm` planes of 8×8 tiles ({@link GPUTileAtlas2D}): √(diffuse albedo)
23
- * and depth; emissive / s_e and 0.
24
- * - Its record (`MESH_CARD_SET_STRUCT`) is written when a capture starts.
25
- *
26
- * **Lifetime.** {@link acquire} makes a card set for a pair and {@link release} gives it back; the
27
- * caller keeps one per pair. A card set of an aliased geometry ({@link alias}) is its source's: it
28
- * captures the source's layout through the source's meshlets. A card set waits until its geometry's layout is placed
29
- * ({@link set_layout}), is then captured, and turns resident ({@link onResident}) on the frame its
30
- * last page is recorded: the capture's writes come before any later pass reads it. A layout that
31
- * goes ({@link drop_layout}) withdraws its card sets ({@link onWithdrawn}) back to waiting.
32
- *
33
- * **Capture** ({@link graph_capture}, once a frame) takes at most `budget` pages, first captures in
34
- * the order they were asked for, then recaptures in the order queued. A card set's pages may span
35
- * frames. {@link recapture} queues a resident card set again, which reads its last capture until the
36
- * new one is done; a card set whose capture is under way starts it again.
37
- *
38
- * **Modes** ({@link capture_mode}). A traced card set is a run of pages, a thread a texel. A
39
- * rastered one is taken whole: its cards are drawn into a region of a scratch, a cell a card, and its
40
- * pages scattered from there into the atlas; the frame's last one may take the budget past its end.
41
- */
42
- export class GPUMeshCardSets {
43
- /**
44
- * @param {GPUDevice} device
45
- */
46
- constructor(device: GPUDevice);
47
- /**
48
- * Sent with a card set id when its first capture is recorded in full.
49
- * @type {Signal<number>}
50
- */
51
- onResident: any;
52
- /**
53
- * Sent with a resident card set's id when its layout goes; it waits for the next.
54
- * @type {Signal<number>}
55
- */
56
- onWithdrawn: any;
57
- /**
58
- * Card sets given out.
59
- * @returns {number}
60
- */
61
- get count(): number;
62
- /**
63
- * @returns {number}
64
- */
65
- get resident_count(): number;
66
- /**
67
- * Recaptures asked of resident card sets, and of captures under way restarted.
68
- * @returns {number}
69
- */
70
- get recaptures_requested(): number;
71
- /**
72
- * Pages the captures have recorded.
73
- * @returns {number}
74
- */
75
- get pages_captured(): number;
76
- /**
77
- * Whether a frame's capture has anything to do: pages queued, or card sets turned resident with
78
- * nothing to capture, still to be announced.
79
- * @returns {boolean}
80
- */
81
- get has_pending_capture(): boolean;
82
- /**
83
- * Pages waiting for capture over every queue.
84
- * @returns {number}
85
- */
86
- get pages_queued(): number;
87
- /**
88
- * A change captures every card set again in the new mode: resident ones read their last capture
89
- * until it is done, and captures under way start again.
90
- *
91
- * @param {MeshCardCaptureMode} mode
92
- */
93
- set capture_mode(mode: number);
94
- /**
95
- * @returns {MeshCardCaptureMode}
96
- */
97
- get capture_mode(): number;
98
- /**
99
- * Whether readers may use the card set: captured at least once, and its layout still there.
100
- *
101
- * @param {number} id
102
- * @returns {boolean}
103
- */
104
- is_resident(id: number): boolean;
105
- /**
106
- * The card set's geometry id.
107
- *
108
- * @param {number} id
109
- * @returns {number}
110
- */
111
- geometry_of(id: number): number;
112
- /**
113
- * Every card set's record, by id. Replaced when it grows; take it each frame.
114
- * @returns {GPUBuffer}
115
- */
116
- get records(): GPUBuffer;
117
- /**
118
- * The card atlas: plane 0 holds √(diffuse albedo) and depth, plane 1 emissive / s_e.
119
- * @returns {GPUTileAtlas2D}
120
- */
121
- get atlas(): GPUTileAtlas2D;
122
- /**
123
- * A card set for a pair. The caller keeps one per pair.
124
- *
125
- * @param {number} geometry the geometry id the pair draws; an aliased one's card set captures its source's
126
- * layout ({@link alias})
127
- * @param {ShadeMaterial} material
128
- * @returns {number} card set id
129
- */
130
- acquire(geometry: number, material: ShadeMaterial): number;
131
- /**
132
- * @param {number} id
133
- */
134
- release(id: number): void;
135
- /**
136
- * The card set's material has changed (its version moved): capture it again. A resident card set
137
- * reads its last capture until the new one is done.
138
- *
139
- * @param {number} id
140
- */
141
- recapture(id: number): void;
142
- /**
143
- * A geometry's layout is placed, with `pages` pages: its card sets can be captured.
144
- *
145
- * @param {number} geometry
146
- * @param {number} pages
147
- * @param {number} side texels a side of the layout's largest card: its grid's longest axis in
148
- * voxels, plus one, the lattice having a point at either end
149
- */
150
- set_layout(geometry: number, pages: number, side: number): void;
151
- /**
152
- * A geometry's layout is gone: its card sets wait for the next.
153
- *
154
- * @param {number} geometry
155
- */
156
- drop_layout(geometry: number): void;
157
- /**
158
- * The geometry `clone` is drawn as `source` from here on: its card sets, and those acquired for it after, capture
159
- * `source`'s layout through `source`'s meshlets, the two being in one local space. A card set of `clone` waits
160
- * for `source`'s layout, as one acquired for `source` does.
161
- *
162
- * @param {number} clone
163
- * @param {number} source
164
- */
165
- alias(clone: number, source: number): void;
166
- /**
167
- * `clone` is no longer aliased: card sets acquired for it from here on capture its own layout. Those it has keep
168
- * capturing its source's until they are given back.
169
- *
170
- * @param {number} clone
171
- */
172
- unalias(clone: number): void;
173
- /**
174
- * Record the frame's capture: at most `budget` pages. Records nothing when nothing waits. Card
175
- * sets whose first capture this completes are resident from here, and {@link onResident} is sent
176
- * for each.
177
- *
178
- * @param {Object} options
179
- * @param {FrameGraph} options.graph
180
- * @param {number} options.budget pages captured at most, `card_capture_budget`
181
- * @param {number} options.arena graph handle of the arena, as the frame's bake left it
182
- * @param {GPUBuffer} options.headers
183
- * @param {GPUResidentMaterialContext} options.materials what the trace shades with: each traced
184
- * material is made resident, and the rows committed, before the trace is recorded
185
- * @param {GPUMaterialManager} options.material_contexts what the raster draws with: each
186
- * material's template and bind group
187
- * @param {Object} options.blas the geometry bindings `ray_query_blas_nearest` reads, whose
188
- * geometry and meshlet buffers the raster pulls vertices from
189
- */
190
- graph_capture({ graph, budget, arena, headers, materials, material_contexts, blas }: {
191
- graph: FrameGraph;
192
- budget: number;
193
- arena: number;
194
- headers: GPUBuffer;
195
- materials: GPUResidentMaterialContext;
196
- material_contexts: GPUMaterialManager;
197
- blas: any;
198
- }): void;
199
- /**
200
- * @returns {number} bytes
201
- */
202
- get gpu_memory_usage(): number;
203
- destroy(): void;
204
- #private;
205
- }
206
- export type FrameGraph = import("../../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
207
- export type ShadeMaterial = import("../../../material/ShadeMaterial.js").ShadeMaterial;
208
- export type GPUResidentMaterialContext = import("../../../material/resident/GPUResidentMaterialContext.js").GPUResidentMaterialContext;
209
- export type GPUMaterialManager = import("../../../material/GPUMaterialManager.js").GPUMaterialManager;
210
- export type GPUMaterialContext = import("../../../material/GPUMaterialContext.js").GPUMaterialContext;
211
- export type Allocation = import("../../../../../core/binary/allocator/OffsetAllocator.js").Allocation;
212
- import { GPUTileAtlas2D } from "../../../texture/atlas/GPUTileAtlas2D.js";
213
- //# sourceMappingURL=GPUMeshCardSets.d.ts.map
@@ -1 +0,0 @@
1
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