@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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@@ -1,146 +0,0 @@
1
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
2
- import { ComputeShader } from "../../../shader/ComputeShader.js";
3
- import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
4
- import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
- import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
6
- import { chunk_mesh_sdf_bake, MESH_SDF_ARENA_RESOURCE } from "../bake/chunk_mesh_sdf_bake.js";
7
- import { MESH_SDF_HEADERS_RESOURCE } from "../MESH_SDF_RESOURCES.js";
8
- import { chunk_mesh_cards } from "./chunk_mesh_cards.js";
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- import { MESH_CARD_DIRECTIONS } from "./MESH_CARDS.js";
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-
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- /**
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- * @type {WebGPUStruct}
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- */
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- export const MESH_CARDS_SPLIT_SETTINGS = WebGPUStruct.from({
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- /** the geometry whose cards are placed */
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- geometry: u32,
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- }, "MeshCardsSplitSettings");
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-
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- const resources = new ShaderResourceSetDescriptor();
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-
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- resources.setImmediate("settings", MESH_CARDS_SPLIT_SETTINGS);
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-
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- resources.createGroup()
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- .add(MESH_SDF_HEADERS_RESOURCE)
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- .add(MESH_SDF_ARENA_RESOURCE);
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-
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- /**
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- * Card placement, step 2 (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.5): a thread a direction runs its
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- * greedy search. The direction starts with one card over the whole grid, its outer projection, and
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- * each split takes the layer that newly covers the most run starts.
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- *
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- * Within a direction the cards partition the layers. A run start (m, z) lies in the card whose
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- * layers hold z, and is covered when that card's near face is at or before m. A split of card
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- * [k₀, k₁) at layer s gives the far part [s, k₁), which newly covers the uncovered run starts with
35
- * k₀ < m ≤ s ≤ z < k₁. The near part keeps its own, so coverage never shrinks. That count is a
36
- * rectangle of the (m, z) histogram, read from its 2-D prefix sums in four loads.
37
- *
38
- * A direction's gains never grow from one split to the next, and splits along one direction leave
39
- * the others' gains alone. Merging the six directions' sequences by gain is therefore the greedy
40
- * search over all six, which the merge does. The splits are written in the order taken, (gain,
41
- * layer) each, MESH_CARD_SPLITS_MAX at most; the first gain of 0 ends the sequence.
42
- *
43
- * Runs on the device as the bake does, a pass with nothing to wait on, though the six threads do
44
- * work a frame's passes must not: the prefix sums over every (m, z) of the direction, and up to 26
45
- * scans of its layers. It runs once for each geometry that turns resident.
46
- *
47
- * @type {ComputeShader}
48
- */
49
- export const shader_mesh_cards_split = ComputeShader.from({
50
- label: "Mesh Cards Split",
51
- resources,
52
- body: CodeChunk.from(
53
- //language=WGSL
54
- `
55
- /** whether layer k starts a card, two words for up to 64 layers */
56
- fn mesh_cards_starts(bounds: vec2<u32>, layer: u32) -> bool {
57
- return ((bounds[layer >> 5u] >> (layer & 31u)) & 1u) != 0u;
58
- }
59
-
60
- fn mesh_cards_histogram_at(histogram: u32, stride: u32, m: i32, z: i32) -> u32 {
61
- if (m < 0 || z < 0) {
62
- return 0u;
63
- }
64
-
65
- return atomicLoad(&mesh_sdf_indirection[histogram + u32(m) * stride + u32(z)]);
66
- }
67
-
68
- /** run starts with m in [m0, m1] and z in [z0, z1], from the prefix sums */
69
- fn mesh_cards_rectangle(histogram: u32, stride: u32, m0: i32, m1: i32, z0: i32, z1: i32) -> u32 {
70
- if (m0 > m1 || z0 > z1) {
71
- return 0u;
72
- }
73
-
74
- return mesh_cards_histogram_at(histogram, stride, m1, z1)
75
- + mesh_cards_histogram_at(histogram, stride, m0 - 1, z0 - 1)
76
- - mesh_cards_histogram_at(histogram, stride, m0 - 1, z1)
77
- - mesh_cards_histogram_at(histogram, stride, m1, z0 - 1);
78
- }
79
-
80
- @compute @workgroup_size(${MESH_CARD_DIRECTIONS})
81
- fn main(@builtin(local_invocation_index) direction: u32) {
82
- let header = mesh_sdf_headers[settings.geometry];
83
- let parts = mesh_card_placement_of(header.bricks);
84
- let layers = mesh_card_extent(header.bricks, direction).x;
85
- let stride = parts.layers;
86
-
87
- let histogram = header.cards + parts.histograms + direction * stride * stride;
88
-
89
- // the 2-D inclusive prefix sums, in place
90
- for (var m = 0; m < i32(layers); m++) {
91
- for (var z = 0; z < i32(layers); z++) {
92
- let sum = atomicLoad(&mesh_sdf_indirection[histogram + u32(m) * stride + u32(z)])
93
- + mesh_cards_histogram_at(histogram, stride, m - 1, z)
94
- + mesh_cards_histogram_at(histogram, stride, m, z - 1)
95
- - mesh_cards_histogram_at(histogram, stride, m - 1, z - 1);
96
-
97
- atomicStore(&mesh_sdf_indirection[histogram + u32(m) * stride + u32(z)], sum);
98
- }
99
- }
100
-
101
- let splits = header.cards + parts.splits + direction * MESH_CARD_SPLITS_MAX * 2u;
102
-
103
- // layer 0 starts the whole-grid card
104
- var bounds = vec2<u32>(1u, 0u);
105
-
106
- for (var step = 0u; step < MESH_CARD_SPLITS_MAX; step++) {
107
- var best_gain = 0u;
108
- var best_layer = 0u;
109
-
110
- // card by card, each [near, far), every layer inside it a candidate
111
- var near = 0u;
112
-
113
- while (near < layers) {
114
- var far = near + 1u;
115
-
116
- while (far < layers && !mesh_cards_starts(bounds, far)) {
117
- far++;
118
- }
119
-
120
- for (var s = near + 1u; s < far; s++) {
121
- let gain = mesh_cards_rectangle(histogram, stride, i32(near) + 1, i32(s), i32(s), i32(far) - 1);
122
-
123
- if (gain > best_gain) {
124
- best_gain = gain;
125
- best_layer = s;
126
- }
127
- }
128
-
129
- near = far;
130
- }
131
-
132
- if (best_gain == 0u) {
133
- break;
134
- }
135
-
136
- atomicStore(&mesh_sdf_indirection[splits + 2u * step], best_gain);
137
- atomicStore(&mesh_sdf_indirection[splits + 2u * step + 1u], best_layer);
138
-
139
- bounds[best_layer >> 5u] |= 1u << (best_layer & 31u);
140
- }
141
- }
142
- `, [
143
- chunk_mesh_sdf_bake,
144
- chunk_mesh_cards,
145
- ]),
146
- });
@@ -1,34 +0,0 @@
1
- /**
2
- * @param {Object} options
3
- * @param {FrameGraph} options.graph
4
- * @param {GPUViewContext} options.view
5
- * @param {number[]} options.resolution
6
- * @param {GPUMeshCardSets} options.cards
7
- * @param {GPUBuffer} options.rows the row → card set table
8
- * @returns {number} graph handle of the `rgba8unorm` image
9
- */
10
- export function graph_probe_clipmap_debug_mesh_cards({ graph, view, resolution, cards, rows }: {
11
- graph: FrameGraph;
12
- view: GPUViewContext;
13
- resolution: number[];
14
- cards: GPUMeshCardSets;
15
- rows: GPUBuffer;
16
- }): number;
17
- /**
18
- * The view's scene through its geometry caches and cards: each pixel's camera ray is marched through
19
- * the meshes' sparse fields as in {@link ProbeClipmapDebugView.MeshSDF}, and at the nearest hit the
20
- * row's card set is asked what the surface is (`mesh_card_surface`), with the field's normal there
21
- * and at the tolerance of a hit as exact as the mesh's own voxel. It shows the diffuse albedo plus
22
- * emissive the cards hold.
23
- *
24
- * Purple is a row with no card set readers may use yet; dark red a point no card sees, which a GI
25
- * hit would give the material's mean.
26
- *
27
- * @type {ImageShader}
28
- */
29
- export const shader_probe_clipmap_debug_mesh_cards: ImageShader;
30
- export type FrameGraph = import("../../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
31
- export type GPUViewContext = import("../../../view/GPUViewContext.js").GPUViewContext;
32
- export type GPUMeshCardSets = import("../../../geometry/sdf/cards/GPUMeshCardSets.js").GPUMeshCardSets;
33
- import { ImageShader } from "../../../shader/ImageShader.js";
34
- //# sourceMappingURL=graph_probe_clipmap_debug_mesh_cards.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"graph_probe_clipmap_debug_mesh_cards.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_cards.js"],"names":[],"mappings":"AA0IA;;;;;;;;GAQG;AACH;IAP+B,KAAK,EAAzB,UAAU;IACc,IAAI,EAA5B,cAAc;IACI,UAAU,EAA5B,MAAM,EAAE;IACiB,KAAK,EAA9B,eAAe;IACI,IAAI;IACrB,MAAM,CA2ClB;AAzED;;;;;;;;;;;GAWG;AACH,oDAFU,WAAW,CAWlB;yBAvGU,OAAO,iEAAiE,EAAE,UAAU;6BACpF,OAAO,iCAAiC,EAAE,cAAc;8BACxD,OAAO,gDAAgD,EAAE,eAAe;4BATzD,gCAAgC"}
@@ -1,31 +0,0 @@
1
- /**
2
- * The tolerance a card's depth is held to at a GI hit, in voxels of the hit's brick cascade: a hit is
3
- * only as exact as its cascade, and UE's bias for a global-SDF hit is three half-voxels of its clipmap
4
- * (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.6).
5
- * @type {number}
6
- */
7
- export const PROBE_HIT_SURFACE_TOLERANCE_VOXELS: number;
8
- /**
9
- * What a GI hit's surface is (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.6), its diffuse albedo and its
10
- * emissive, from the `meshes` row the hit is on:
11
- *
12
- * ```wgsl
13
- * fn probe_clipmap_hit_surface(row: u32, position: vec3<f32>, normal: vec3<f32>, voxel: f32) -> ProbeClipmapHitSurface
14
- * ```
15
- *
16
- * - **The cards**: the row's card set, when it has one readers may use, asked at the hit moved into
17
- * the geometry's local space through its node, the normal by the transpose of the node's linear
18
- * part, and the tolerance {@link PROBE_HIT_SURFACE_TOLERANCE_VOXELS} voxels of the hit's cascade,
19
- * `voxel`, in local units by the transform's mean scale, the cube root of its determinant.
20
- * - **Black**, where no card set is resident or no card sees the hit, as UE's Lumen leaves a hit no
21
- * card covers: a surface whose albedo is not known brings back no light rather than light it may not
22
- * have. The cost is energy, never invented energy: a material's colour factor is all of a flat one's
23
- * albedo but only the bound of a textured one's, and in Sponza it made the bounce-lit gallery 60%
24
- * brighter on screen (§6.6).
25
- * - **Row 0** names no object, the scene root never being a mesh: the hit is black.
26
- *
27
- * @type {CodeChunk}
28
- */
29
- export const chunk_probe_clipmap_hit_surface: CodeChunk;
30
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
31
- //# sourceMappingURL=chunk_probe_clipmap_hit_surface.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"chunk_probe_clipmap_hit_surface.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.js"],"names":[],"mappings":"AASA;;;;;GAKG;AACH,iDAFU,MAAM,CAEsC;AAEtD;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,8CAFU,SAAS,CA0CZ;0BAvEmB,uCAAuC"}
@@ -1,82 +0,0 @@
1
- import { GPU_DATABASE_NULL } from "../../../buffer/table/GPU_DATABASE_NULL.js";
2
- import { chunk_mesh_card_surface } from "../../../geometry/sdf/cards/chunk_mesh_card_surface.js";
3
- import { MESH_CARD_ROWS_RESOURCE } from "../../../geometry/sdf/cards/MESH_CARD_RESOURCES.js";
4
- import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
5
- import { SCENE_DATABASE_RESOURCE } from "../../../scene/SCENE_DATABASE_RESOURCE.js";
6
- import { chunk_mat4_inverse } from "../../../shader/chunk/geometry/mat4/chunk_mat4_inverse.js";
7
- import { chunk_mat4_linear_determinant } from "../../../shader/chunk/geometry/mat4/chunk_mat4_linear_determinant.js";
8
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
9
-
10
- /**
11
- * The tolerance a card's depth is held to at a GI hit, in voxels of the hit's brick cascade: a hit is
12
- * only as exact as its cascade, and UE's bias for a global-SDF hit is three half-voxels of its clipmap
13
- * (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.6).
14
- * @type {number}
15
- */
16
- export const PROBE_HIT_SURFACE_TOLERANCE_VOXELS = 1.5;
17
-
18
- /**
19
- * What a GI hit's surface is (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.6), its diffuse albedo and its
20
- * emissive, from the `meshes` row the hit is on:
21
- *
22
- * ```wgsl
23
- * fn probe_clipmap_hit_surface(row: u32, position: vec3<f32>, normal: vec3<f32>, voxel: f32) -> ProbeClipmapHitSurface
24
- * ```
25
- *
26
- * - **The cards**: the row's card set, when it has one readers may use, asked at the hit moved into
27
- * the geometry's local space through its node, the normal by the transpose of the node's linear
28
- * part, and the tolerance {@link PROBE_HIT_SURFACE_TOLERANCE_VOXELS} voxels of the hit's cascade,
29
- * `voxel`, in local units by the transform's mean scale, the cube root of its determinant.
30
- * - **Black**, where no card set is resident or no card sees the hit, as UE's Lumen leaves a hit no
31
- * card covers: a surface whose albedo is not known brings back no light rather than light it may not
32
- * have. The cost is energy, never invented energy: a material's colour factor is all of a flat one's
33
- * albedo but only the bound of a textured one's, and in Sponza it made the bounce-lit gallery 60%
34
- * brighter on screen (§6.6).
35
- * - **Row 0** names no object, the scene root never being a mesh: the hit is black.
36
- *
37
- * @type {CodeChunk}
38
- */
39
- export const chunk_probe_clipmap_hit_surface = CodeChunk.from(
40
- //language=WGSL
41
- `
42
- struct ProbeClipmapHitSurface {
43
- albedo: vec3<f32>,
44
- emissive: vec3<f32>,
45
- }
46
-
47
- fn probe_clipmap_hit_surface(row: u32, position: vec3<f32>, normal: vec3<f32>, voxel: f32) -> ProbeClipmapHitSurface {
48
- var out: ProbeClipmapHitSurface;
49
-
50
- if (row == 0u) {
51
- return out;
52
- }
53
-
54
- let card_set = mesh_card_rows[row];
55
-
56
- if (card_set != ${GPU_DATABASE_NULL}u) {
57
- let global = scene_read_node(&scene_database, scene_read_mesh(&scene_database, row).node).global;
58
- let linear = mat3x3<f32>(global[0].xyz, global[1].xyz, global[2].xyz);
59
-
60
- let p = (mat4_inverse(global) * vec4<f32>(position, 1.0)).xyz;
61
- let n = normalize(transpose(linear) * normal);
62
- let scale = pow(abs(mat4_linear_determinant(global)), 1.0 / 3.0);
63
-
64
- let seen = mesh_card_surface(card_set, p, n, ${PROBE_HIT_SURFACE_TOLERANCE_VOXELS.toFixed(1)} * voxel / scale);
65
-
66
- if (seen.found) {
67
- out.albedo = seen.albedo;
68
- out.emissive = seen.emissive;
69
- }
70
- }
71
-
72
- return out;
73
- }
74
- `, [
75
- chunk_scene_database_access,
76
- chunk_mat4_inverse,
77
- chunk_mat4_linear_determinant,
78
- chunk_mesh_card_surface,
79
- ]);
80
-
81
- chunk_probe_clipmap_hit_surface.requireResource(SCENE_DATABASE_RESOURCE);
82
- chunk_probe_clipmap_hit_surface.requireResource(MESH_CARD_ROWS_RESOURCE);