@woosh/meep-engine 3.61.2 → 3.62.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (645) hide show
  1. package/CHANGELOG.md +111 -0
  2. package/package.json +1 -1
  3. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -1
  4. package/src/engine/graphics3/PickingSystem.js +415 -413
  5. package/src/engine/graphics3/decal/GPUDecalRenderer.d.ts.map +1 -1
  6. package/src/engine/graphics3/decal/GPUDecalRenderer.js +2 -1
  7. package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
  8. package/src/engine/graphics3/decal/shader_decal_composite.js +26 -16
  9. package/src/engine/graphics3/decal/shader_decal_tile_copy.d.ts.map +1 -1
  10. package/src/engine/graphics3/decal/shader_decal_tile_copy.js +6 -11
  11. package/src/engine/graphics3/highlight/GPUHighlightRenderer.d.ts.map +1 -1
  12. package/src/engine/graphics3/highlight/GPUHighlightRenderer.js +6 -2
  13. package/src/engine/graphics3/highlight/shader_highlight_outline.d.ts.map +1 -1
  14. package/src/engine/graphics3/highlight/shader_highlight_outline.js +167 -150
  15. package/src/engine/graphics3/shader_picking_gather.d.ts.map +1 -1
  16. package/src/engine/graphics3/shader_picking_gather.js +133 -120
  17. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  18. package/src/shade/device/mock/SoftwareGPUTexture.d.ts.map +1 -1
  19. package/src/shade/device/mock/SoftwareGPUTexture.js +11 -0
  20. package/src/shade/device/pipeline/rp_validate_and_rewrite_for_color_attachments.js +1 -1
  21. package/src/shade/playground/contact_shadows/ContactShadowLab.js +6 -6
  22. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.d.ts.map +1 -1
  23. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.js +6 -4
  24. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.d.ts.map +1 -1
  25. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.js +6 -4
  26. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.d.ts.map +1 -1
  27. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.js +6 -4
  28. package/src/shade/playground/probe_clipmap/README.md +3 -4
  29. package/src/shade/playground/probe_clipmap/index.html +5 -13
  30. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
  31. package/src/shade/playground/probe_clipmap/main.js +0 -5
  32. package/src/shade/playground/probe_clipmap_box/README.md +1 -1
  33. package/src/shade/playground/probe_clipmap_box/index.html +1 -1
  34. package/src/shade/playground/ssr_reprojection/SpatialFilterProbe.js +1 -1
  35. package/src/shade/playground/ssr_variance/capture.js +1 -1
  36. package/src/shade/renderer/Renderer.d.ts +2 -2
  37. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  38. package/src/shade/renderer/Renderer.js +90 -64
  39. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.d.ts.map +1 -1
  40. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.js +3 -1
  41. package/src/shade/renderer/deferred/chunk_ss_trace_contact_shadow_soft.d.ts.map +1 -1
  42. package/src/shade/renderer/deferred/chunk_ss_trace_contact_shadow_soft.js +5 -4
  43. package/src/shade/renderer/deferred/shader_deferred_main.d.ts.map +1 -1
  44. package/src/shade/renderer/deferred/shader_deferred_main.js +6 -4
  45. package/src/shade/renderer/extension/GBufferTextures.d.ts +5 -1
  46. package/src/shade/renderer/extension/GBufferTextures.d.ts.map +1 -1
  47. package/src/shade/renderer/extension/GBufferTextures.js +5 -1
  48. package/src/shade/renderer/extension/ViewTextures.d.ts +11 -7
  49. package/src/shade/renderer/extension/ViewTextures.d.ts.map +1 -1
  50. package/src/shade/renderer/extension/ViewTextures.js +17 -13
  51. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  52. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  53. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
  54. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  55. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  56. package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.d.ts +2 -0
  57. package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.d.ts.map +1 -1
  58. package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.js +2 -0
  59. package/src/shade/renderer/gbuffer/G_BUFFER_COLOR_TARGETS.d.ts.map +1 -1
  60. package/src/shade/renderer/gbuffer/G_BUFFER_COLOR_TARGETS.js +8 -5
  61. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.d.ts +10 -0
  62. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.d.ts.map +1 -0
  63. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.js +54 -0
  64. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +85 -36
  65. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  66. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +813 -412
  67. package/src/shade/renderer/geometry/sdf/MESH_SDF.d.ts +7 -0
  68. package/src/shade/renderer/geometry/sdf/MESH_SDF.d.ts.map +1 -1
  69. package/src/shade/renderer/geometry/sdf/MESH_SDF.js +8 -0
  70. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.d.ts +14 -0
  71. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.d.ts.map +1 -0
  72. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.js +35 -0
  73. package/src/shade/renderer/geometry/sdf/MESH_SDF_STRUCT.d.ts.map +1 -1
  74. package/src/shade/renderer/geometry/sdf/MESH_SDF_STRUCT.js +0 -4
  75. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.d.ts +55 -10
  76. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.d.ts.map +1 -1
  77. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.js +86 -16
  78. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.d.ts +2 -2
  79. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.d.ts.map +1 -1
  80. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.js +28 -2
  81. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.d.ts +54 -0
  82. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.d.ts.map +1 -0
  83. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.js +146 -0
  84. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts +1 -1
  85. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts.map +1 -1
  86. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.js +2 -1
  87. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.d.ts +18 -0
  88. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.d.ts.map +1 -0
  89. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.js +66 -0
  90. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.d.ts +17 -0
  91. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.d.ts.map +1 -0
  92. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.js +66 -0
  93. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts +5 -3
  94. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts.map +1 -1
  95. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.js +15 -14
  96. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.d.ts +2 -1
  97. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.d.ts.map +1 -1
  98. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.js +12 -3
  99. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.d.ts +21 -0
  100. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.d.ts.map +1 -0
  101. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.js +84 -0
  102. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.d.ts +53 -0
  103. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.d.ts.map +1 -0
  104. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.js +343 -0
  105. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.d.ts +3 -3
  106. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.d.ts.map +1 -1
  107. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.js +9 -5
  108. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.d.ts +2 -2
  109. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.d.ts.map +1 -1
  110. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.js +3 -2
  111. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.d.ts +69 -0
  112. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.d.ts.map +1 -0
  113. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.js +294 -0
  114. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.d.ts +16 -0
  115. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.d.ts.map +1 -0
  116. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.js +36 -0
  117. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts +126 -0
  118. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts.map +1 -0
  119. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.js +148 -0
  120. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.d.ts +10 -0
  121. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.d.ts.map +1 -0
  122. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.js +140 -0
  123. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.d.ts +8 -0
  124. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.d.ts.map +1 -0
  125. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.js +76 -0
  126. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.d.ts +9 -0
  127. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.d.ts.map +1 -1
  128. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.js +23 -0
  129. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.d.ts +13 -0
  130. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.d.ts.map +1 -0
  131. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.js +23 -0
  132. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts +7 -5
  133. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts.map +1 -1
  134. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.js +29 -16
  135. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.d.ts +262 -0
  136. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.d.ts.map +1 -0
  137. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.js +1819 -0
  138. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.d.ts +118 -0
  139. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.d.ts.map +1 -0
  140. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.js +204 -0
  141. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.d.ts +66 -0
  142. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.d.ts.map +1 -0
  143. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.js +103 -0
  144. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.d.ts +19 -0
  145. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.d.ts.map +1 -0
  146. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.js +23 -0
  147. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.d.ts +15 -0
  148. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.d.ts.map +1 -0
  149. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.js +70 -0
  150. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.d.ts +13 -0
  151. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.d.ts.map +1 -0
  152. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.js +35 -0
  153. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.d.ts +32 -0
  154. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.d.ts.map +1 -0
  155. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.js +111 -0
  156. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.d.ts +17 -0
  157. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.d.ts.map +1 -0
  158. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.js +49 -0
  159. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.d.ts +13 -0
  160. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.d.ts.map +1 -0
  161. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.js +35 -0
  162. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.d.ts +24 -0
  163. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.d.ts.map +1 -0
  164. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.js +169 -0
  165. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.d.ts +19 -0
  166. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.d.ts.map +1 -0
  167. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.js +49 -0
  168. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.d.ts +19 -0
  169. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.d.ts.map +1 -0
  170. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.js +67 -0
  171. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.d.ts +78 -0
  172. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.d.ts.map +1 -0
  173. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.js +320 -0
  174. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.d.ts +15 -0
  175. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.d.ts.map +1 -0
  176. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.js +48 -0
  177. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.d.ts +51 -0
  178. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.d.ts.map +1 -0
  179. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.js +109 -0
  180. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.d.ts +11 -0
  181. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.d.ts.map +1 -0
  182. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.js +51 -0
  183. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.d.ts +26 -0
  184. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.d.ts.map +1 -0
  185. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.js +453 -0
  186. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.d.ts +12 -0
  187. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.d.ts.map +1 -0
  188. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.js +99 -0
  189. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.d.ts +22 -0
  190. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.d.ts.map +1 -0
  191. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.js +140 -0
  192. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts +32 -0
  193. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts.map +1 -0
  194. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.js +261 -0
  195. package/src/shade/renderer/geometry/virtual/runtime/VirtualGeometry.d.ts +2 -2
  196. package/src/shade/renderer/geometry/virtual/runtime/VirtualGeometry.js +2 -2
  197. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts +9 -3
  198. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts.map +1 -1
  199. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.js +40 -32
  200. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.d.ts.map +1 -1
  201. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.js +14 -15
  202. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts +6 -6
  203. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.js +7 -7
  204. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_debug_draw.d.ts.map +1 -1
  205. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_debug_draw.js +7 -3
  206. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_diffuse.js +1 -1
  207. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.d.ts.map +1 -1
  208. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.js +5 -3
  209. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_specular.d.ts.map +1 -1
  210. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_specular.js +1 -3
  211. package/src/shade/renderer/global_illumination/ibl/shader_diffuse_IBL.js +1 -1
  212. package/src/shade/renderer/global_illumination/ibl/shader_specular_IBL.js +2 -2
  213. package/src/shade/renderer/global_illumination/lpv/shader_diffuse_LPV.js +1 -1
  214. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts +15 -7
  215. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
  216. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +82 -17
  217. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts +26 -19
  218. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts.map +1 -1
  219. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.js +226 -148
  220. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts +25 -52
  221. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts.map +1 -1
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  634. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.js +0 -113
  635. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.d.ts +0 -30
  636. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.d.ts.map +0 -1
  637. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.js +0 -146
  638. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_cards.d.ts +0 -34
  639. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_cards.d.ts.map +0 -1
  640. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts +0 -31
  641. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts.map +0 -1
  642. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.js +0 -82
  643. package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.d.ts +0 -3
  644. package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.d.ts.map +0 -1
  645. package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.js +0 -104
@@ -0,0 +1,140 @@
1
+ import { BinaryBuffer } from "../../../../../core/binary/BinaryBuffer.js";
2
+ import { MESH_SDF_BRICK_TEXEL_COUNT, MESH_SDF_EMPTY, MESH_SDF_EMPTY_INSIDE } from "../MESH_SDF.js";
3
+ import { MESH_SURFACE_PLANE_BLOCK_WORDS, MESH_SURFACE_PRESENCE_BLOCK_WORDS } from "../surface/MESH_SURFACE_BLOCK.js";
4
+ import { ModelCacheBundle, ModelCacheBundleCache, ModelCacheBundleField } from "./ModelCacheBundle.js";
5
+ import { MODEL_CACHE_BUNDLE_FORMAT_VERSION, MODEL_CACHE_BUNDLE_MAGIC } from "./MODEL_CACHE_BUNDLE.js";
6
+
7
+ /**
8
+ * @param {BinaryBuffer} buffer
9
+ * @param {string} what
10
+ * @returns {Uint32Array}
11
+ */
12
+ function read_words(buffer, what) {
13
+ const length = buffer.readUint32();
14
+
15
+ if (4 * length > buffer.data.byteLength - buffer.position) {
16
+ throw new Error(`model cache bundle: ${what} runs past the end`);
17
+ }
18
+
19
+ const words = new Uint32Array(length);
20
+
21
+ buffer.readUint32Array(words, 0, length);
22
+
23
+ return words;
24
+ }
25
+
26
+ /**
27
+ * A bundle from bytes (`MODEL_CACHE_BUNDLE.js`). Throws on a file of another kind, one that needs a
28
+ * newer reader, or one whose references or lengths do not hold together.
29
+ *
30
+ * @param {Uint8Array} bytes
31
+ * @returns {ModelCacheBundle}
32
+ */
33
+ export function model_cache_bundle_read(bytes) {
34
+ const buffer = new BinaryBuffer();
35
+
36
+ buffer.fromArrayBuffer(bytes.buffer.slice(bytes.byteOffset, bytes.byteOffset + bytes.byteLength));
37
+
38
+ if (buffer.readUint32() !== MODEL_CACHE_BUNDLE_MAGIC) {
39
+ throw new Error("model cache bundle: not a bundle");
40
+ }
41
+
42
+ buffer.readUint16();
43
+
44
+ const needs = buffer.readUint16();
45
+
46
+ if (needs > MODEL_CACHE_BUNDLE_FORMAT_VERSION) {
47
+ throw new Error(`model cache bundle: needs a reader of version ${needs}, this one is ${MODEL_CACHE_BUNDLE_FORMAT_VERSION}`);
48
+ }
49
+
50
+ const bundle = new ModelCacheBundle();
51
+
52
+ bundle.voxel_size = buffer.readFloat32();
53
+ bundle.max_bricks = buffer.readUint32();
54
+
55
+ const brick_count = buffer.readUint32();
56
+ const field_count = buffer.readUint32();
57
+ const cache_count = buffer.readUint32();
58
+
59
+ bundle.bricks = new Uint8Array(brick_count * MESH_SDF_BRICK_TEXEL_COUNT);
60
+ buffer.readBytes(bundle.bricks, 0, bundle.bricks.length);
61
+
62
+ for (let f = 0; f < field_count; f++) {
63
+ const field = new ModelCacheBundleField();
64
+
65
+ for (let i = 0; i < 3; i++) {
66
+ field.origin[i] = buffer.readFloat32();
67
+ }
68
+
69
+ field.voxel = buffer.readFloat32();
70
+
71
+ for (let i = 0; i < 3; i++) {
72
+ field.bricks[i] = buffer.readUint32();
73
+ }
74
+
75
+ field.level_count = buffer.readUint32();
76
+ field.two_sided = buffer.readUint32();
77
+ field.entries = read_words(buffer, "a field's entries");
78
+ field.numbered = read_words(buffer, "a field's numbering");
79
+ field.blocks = buffer.readUint32();
80
+ field.table = read_words(buffer, "a field's table");
81
+
82
+ let stored = 0;
83
+
84
+ for (let i = 0; i < field.entries.length; i++) {
85
+ const entry = field.entries[i];
86
+
87
+ if (entry === MESH_SDF_EMPTY || entry === MESH_SDF_EMPTY_INSIDE) {
88
+ continue;
89
+ }
90
+
91
+ if (entry >= brick_count) {
92
+ throw new Error(`model cache bundle: field ${f} names brick ${entry} of ${brick_count}`);
93
+ }
94
+
95
+ stored++;
96
+ }
97
+
98
+ if (field.numbered.length !== stored || field.numbered.some(entry => entry >= field.entries.length)) {
99
+ throw new Error(`model cache bundle: field ${f}'s numbering does not name its ${stored} stored bricks`);
100
+ }
101
+
102
+ if (field.table.length !== 0 && field.table.length !== stored) {
103
+ throw new Error(`model cache bundle: field ${f}'s table holds ${field.table.length} words for ${stored} stored bricks`);
104
+ }
105
+
106
+ bundle.fields.push(field);
107
+ }
108
+
109
+ for (let c = 0; c < cache_count; c++) {
110
+ const cache = new ModelCacheBundleCache();
111
+
112
+ cache.field = buffer.readUint32();
113
+ cache.texels = buffer.readUint32();
114
+
115
+ for (let p = 0; p < 3; p++) {
116
+ cache.codes[p] = buffer.readUint32();
117
+ }
118
+
119
+ cache.presence = read_words(buffer, "a cache's presence");
120
+
121
+ for (let p = 0; p < 3; p++) {
122
+ cache.planes[p] = read_words(buffer, "a cache's plane");
123
+ }
124
+
125
+ if (cache.field >= field_count) {
126
+ throw new Error(`model cache bundle: cache ${c} names field ${cache.field} of ${field_count}`);
127
+ }
128
+
129
+ const blocks = cache.texels === 0 ? 0 : bundle.fields[cache.field].blocks;
130
+
131
+ if (cache.presence.length !== blocks * MESH_SURFACE_PRESENCE_BLOCK_WORDS
132
+ || cache.planes.some((words, p) => words.length !== ((cache.texels & (1 << p)) === 0 ? 0 : blocks * MESH_SURFACE_PLANE_BLOCK_WORDS[p]))) {
133
+ throw new Error(`model cache bundle: cache ${c}'s blocks are not its field's ${blocks}`);
134
+ }
135
+
136
+ bundle.caches.push(cache);
137
+ }
138
+
139
+ return bundle;
140
+ }
@@ -0,0 +1,8 @@
1
+ /**
2
+ * A bundle as bytes (`MODEL_CACHE_BUNDLE.js`).
3
+ *
4
+ * @param {import("./ModelCacheBundle.js").ModelCacheBundle} bundle
5
+ * @returns {Uint8Array}
6
+ */
7
+ export function model_cache_bundle_write(bundle: import("./ModelCacheBundle.js").ModelCacheBundle): Uint8Array;
8
+ //# sourceMappingURL=model_cache_bundle_write.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"model_cache_bundle_write.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.js"],"names":[],"mappings":"AAgBA;;;;;GAKG;AACH,iDAHW,OAAO,uBAAuB,EAAE,gBAAgB,GAC9C,UAAU,CAuDtB"}
@@ -0,0 +1,76 @@
1
+ import { BinaryBuffer } from "../../../../../core/binary/BinaryBuffer.js";
2
+ import {
3
+ MODEL_CACHE_BUNDLE_FORMAT_VERSION,
4
+ MODEL_CACHE_BUNDLE_MAGIC,
5
+ MODEL_CACHE_BUNDLE_MIN_READER_VERSION
6
+ } from "./MODEL_CACHE_BUNDLE.js";
7
+
8
+ /**
9
+ * @param {BinaryBuffer} buffer
10
+ * @param {Uint32Array} words
11
+ */
12
+ function write_words(buffer, words) {
13
+ buffer.writeUint32(words.length);
14
+ buffer.writeUint32Array(words, 0, words.length);
15
+ }
16
+
17
+ /**
18
+ * A bundle as bytes (`MODEL_CACHE_BUNDLE.js`).
19
+ *
20
+ * @param {import("./ModelCacheBundle.js").ModelCacheBundle} bundle
21
+ * @returns {Uint8Array}
22
+ */
23
+ export function model_cache_bundle_write(bundle) {
24
+ const buffer = new BinaryBuffer();
25
+
26
+ buffer.writeUint32(MODEL_CACHE_BUNDLE_MAGIC);
27
+ buffer.writeUint16(MODEL_CACHE_BUNDLE_FORMAT_VERSION);
28
+ buffer.writeUint16(MODEL_CACHE_BUNDLE_MIN_READER_VERSION);
29
+ buffer.writeFloat32(bundle.voxel_size);
30
+ buffer.writeUint32(bundle.max_bricks);
31
+ buffer.writeUint32(bundle.brick_count);
32
+ buffer.writeUint32(bundle.fields.length);
33
+ buffer.writeUint32(bundle.caches.length);
34
+
35
+ buffer.writeBytes(bundle.bricks, 0, bundle.bricks.length);
36
+
37
+ for (const field of bundle.fields) {
38
+ for (let i = 0; i < 3; i++) {
39
+ buffer.writeFloat32(field.origin[i]);
40
+ }
41
+
42
+ buffer.writeFloat32(field.voxel);
43
+
44
+ for (let i = 0; i < 3; i++) {
45
+ buffer.writeUint32(field.bricks[i]);
46
+ }
47
+
48
+ buffer.writeUint32(field.level_count);
49
+ buffer.writeUint32(field.two_sided);
50
+
51
+ write_words(buffer, field.entries);
52
+ write_words(buffer, field.numbered);
53
+
54
+ buffer.writeUint32(field.blocks);
55
+ write_words(buffer, field.table);
56
+ }
57
+
58
+ for (const cache of bundle.caches) {
59
+ buffer.writeUint32(cache.field);
60
+ buffer.writeUint32(cache.texels);
61
+
62
+ for (let p = 0; p < 3; p++) {
63
+ buffer.writeUint32(cache.codes[p]);
64
+ }
65
+
66
+ write_words(buffer, cache.presence);
67
+
68
+ for (let p = 0; p < 3; p++) {
69
+ write_words(buffer, cache.planes[p]);
70
+ }
71
+ }
72
+
73
+ buffer.trim();
74
+
75
+ return new Uint8Array(buffer.data);
76
+ }
@@ -7,6 +7,9 @@
7
7
  * fn mesh_sdf_level_bricks(header: MeshSDF, level: u32) -> vec3<u32>
8
8
  * fn mesh_sdf_level_offset(header: MeshSDF, level: u32) -> u32 // the level's first entry
9
9
  * fn mesh_sdf_level_voxel(header: MeshSDF, level: u32) -> f32
10
+ * fn mesh_sdf_brick_count(header: MeshSDF) -> u32 // every level's bricks
11
+ * fn mesh_sdf_numbers(header: MeshSDF) -> u32 // the first brick's number
12
+ * fn mesh_sdf_numbered(header: MeshSDF) -> u32 // the brick numbered 0
10
13
  * fn mesh_sdf_brick_of(header: MeshSDF, brick: u32) -> vec4<u32> // level, then x, y, z
11
14
  * fn mesh_sdf_brick_corner(header: MeshSDF, brick: vec4<u32>) -> vec3<f32> // texel 0's point
12
15
  * fn mesh_sdf_encode(distance: f32, voxel: f32) -> f32 // saturate(d / 2R + 0.5)
@@ -14,6 +17,12 @@
14
17
  * fn mesh_sdf_entry_holds_slot(entry: u32) -> bool // not EMPTY, on either side
15
18
  * ```
16
19
  *
20
+ * A geometry's range in the indirection, n being its brick count: its stored count at `indirection - 2`,
21
+ * its pending word at `indirection - 1` (`MESH_SDF_BAKE.js`), its n entries from `indirection` in the
22
+ * layout's order, then each brick's number among the bricks given a slot ({@link MESH_SDF_UNNUMBERED}
23
+ * for one with none) from `mesh_sdf_numbers`, then the bricks by number from `mesh_sdf_numbered`, as
24
+ * many as the stored count says.
25
+ *
17
26
  * @type {CodeChunk}
18
27
  */
19
28
  export const chunk_mesh_sdf: CodeChunk;
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_mesh_sdf.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/chunk_mesh_sdf.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;;;;GAiBG;AACH,6BAFU,SAAS,CAoFZ;0BA/GmB,oCAAoC"}
1
+ {"version":3,"file":"chunk_mesh_sdf.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/chunk_mesh_sdf.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,6BAFU,SAAS,CAiGZ;0BAtImB,oCAAoC"}
@@ -5,6 +5,7 @@ import {
5
5
  MESH_SDF_BRICK_VOXELS,
6
6
  MESH_SDF_EMPTY,
7
7
  MESH_SDF_EMPTY_INSIDE,
8
+ MESH_SDF_UNNUMBERED,
8
9
  MeshSDFState
9
10
  } from "./MESH_SDF.js";
10
11
  import { MESH_SDF_STRUCT } from "./MESH_SDF_STRUCT.js";
@@ -18,6 +19,9 @@ import { MESH_SDF_STRUCT } from "./MESH_SDF_STRUCT.js";
18
19
  * fn mesh_sdf_level_bricks(header: MeshSDF, level: u32) -> vec3<u32>
19
20
  * fn mesh_sdf_level_offset(header: MeshSDF, level: u32) -> u32 // the level's first entry
20
21
  * fn mesh_sdf_level_voxel(header: MeshSDF, level: u32) -> f32
22
+ * fn mesh_sdf_brick_count(header: MeshSDF) -> u32 // every level's bricks
23
+ * fn mesh_sdf_numbers(header: MeshSDF) -> u32 // the first brick's number
24
+ * fn mesh_sdf_numbered(header: MeshSDF) -> u32 // the brick numbered 0
21
25
  * fn mesh_sdf_brick_of(header: MeshSDF, brick: u32) -> vec4<u32> // level, then x, y, z
22
26
  * fn mesh_sdf_brick_corner(header: MeshSDF, brick: vec4<u32>) -> vec3<f32> // texel 0's point
23
27
  * fn mesh_sdf_encode(distance: f32, voxel: f32) -> f32 // saturate(d / 2R + 0.5)
@@ -25,6 +29,12 @@ import { MESH_SDF_STRUCT } from "./MESH_SDF_STRUCT.js";
25
29
  * fn mesh_sdf_entry_holds_slot(entry: u32) -> bool // not EMPTY, on either side
26
30
  * ```
27
31
  *
32
+ * A geometry's range in the indirection, n being its brick count: its stored count at `indirection - 2`,
33
+ * its pending word at `indirection - 1` (`MESH_SDF_BAKE.js`), its n entries from `indirection` in the
34
+ * layout's order, then each brick's number among the bricks given a slot ({@link MESH_SDF_UNNUMBERED}
35
+ * for one with none) from `mesh_sdf_numbers`, then the bricks by number from `mesh_sdf_numbered`, as
36
+ * many as the stored count says.
37
+ *
28
38
  * @type {CodeChunk}
29
39
  */
30
40
  export const chunk_mesh_sdf = CodeChunk.from(
@@ -35,6 +45,7 @@ const MESH_SDF_BRICK_TEXELS = ${MESH_SDF_BRICK_TEXELS}u;
35
45
  const MESH_SDF_BAND_VOXELS = ${MESH_SDF_BAND_VOXELS}.0;
36
46
  const MESH_SDF_EMPTY = ${MESH_SDF_EMPTY}u;
37
47
  const MESH_SDF_EMPTY_INSIDE = ${MESH_SDF_EMPTY_INSIDE}u;
48
+ const MESH_SDF_UNNUMBERED = ${MESH_SDF_UNNUMBERED}u;
38
49
  const MESH_SDF_STATE_NONE = ${MeshSDFState.None}u;
39
50
  const MESH_SDF_STATE_BAKING = ${MeshSDFState.Baking}u;
40
51
  const MESH_SDF_STATE_RESIDENT = ${MeshSDFState.Resident}u;
@@ -63,6 +74,18 @@ fn mesh_sdf_level_voxel(header: ${MESH_SDF_STRUCT.wgsl_ref}, level: u32) -> f32
63
74
  return header.voxel * f32(1u << level);
64
75
  }
65
76
 
77
+ fn mesh_sdf_brick_count(header: ${MESH_SDF_STRUCT.wgsl_ref}) -> u32 {
78
+ return mesh_sdf_level_offset(header, header.level_count) - header.indirection;
79
+ }
80
+
81
+ fn mesh_sdf_numbers(header: ${MESH_SDF_STRUCT.wgsl_ref}) -> u32 {
82
+ return header.indirection + mesh_sdf_brick_count(header);
83
+ }
84
+
85
+ fn mesh_sdf_numbered(header: ${MESH_SDF_STRUCT.wgsl_ref}) -> u32 {
86
+ return header.indirection + 2u * mesh_sdf_brick_count(header);
87
+ }
88
+
66
89
  fn mesh_sdf_brick_of(header: ${MESH_SDF_STRUCT.wgsl_ref}, brick: u32) -> vec4<u32> {
67
90
  var rest = brick;
68
91
  var level = 0u;
@@ -0,0 +1,13 @@
1
+ /**
2
+ * A texel's term of its brick's content key (`MESH_SDF_BRICK_KEY.js`): the key is the sum of its
3
+ * texels' terms. The WGSL twin of `mesh_sdf_brick_key`.
4
+ *
5
+ * ```wgsl
6
+ * fn mesh_sdf_brick_key_term(texel: u32, byte: u32) -> u32 // texel x + 8y + 64z
7
+ * ```
8
+ *
9
+ * @type {CodeChunk}
10
+ */
11
+ export const chunk_mesh_sdf_brick_key: CodeChunk;
12
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
13
+ //# sourceMappingURL=chunk_mesh_sdf_brick_key.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_mesh_sdf_brick_key.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.js"],"names":[],"mappings":"AAIA;;;;;;;;;GASG;AACH,uCAFU,SAAS,CAUZ;0BArBmB,oCAAoC"}
@@ -0,0 +1,23 @@
1
+ import { chunk_hash_lowbias32 } from "../../shader/chunk/random/chunk_hash_lowbias32.js";
2
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
3
+ import { MESH_SDF_BRICK_KEY_SEED } from "./MESH_SDF_BRICK_KEY.js";
4
+
5
+ /**
6
+ * A texel's term of its brick's content key (`MESH_SDF_BRICK_KEY.js`): the key is the sum of its
7
+ * texels' terms. The WGSL twin of `mesh_sdf_brick_key`.
8
+ *
9
+ * ```wgsl
10
+ * fn mesh_sdf_brick_key_term(texel: u32, byte: u32) -> u32 // texel x + 8y + 64z
11
+ * ```
12
+ *
13
+ * @type {CodeChunk}
14
+ */
15
+ export const chunk_mesh_sdf_brick_key = CodeChunk.from(
16
+ //language=WGSL
17
+ `
18
+ fn mesh_sdf_brick_key_term(texel: u32, byte: u32) -> u32 {
19
+ return hash_lowbias32(((texel << 8u) | byte) ^ 0x${MESH_SDF_BRICK_KEY_SEED.toString(16)}u);
20
+ }
21
+ `, [
22
+ chunk_hash_lowbias32,
23
+ ]);
@@ -4,17 +4,19 @@
4
4
  * @param {FrameGraph} options.graph
5
5
  * @param {GPUViewContext} options.view
6
6
  * @param {number} options.input_depth
7
- * @param {number} options.input_normals
8
- * @param {number} options.input_viz_mesh
7
+ * @param {number} options.input_pbr the G-buffer's PBR target, for its face normal
8
+ * @param {number} options.input_visibility the visibility buffer
9
+ * @param {number} options.input_visible_meshlets the frame's visible-meshlet table, which resolves it
9
10
  * @param settings
10
11
  * @returns {number} texture with shadows
11
12
  */
12
- export function graph_draw_sdf_normals({ graph, view, input_depth, input_normals, input_viz_mesh, }: {
13
+ export function graph_draw_sdf_normals({ graph, view, input_depth, input_pbr, input_visibility, input_visible_meshlets, }: {
13
14
  graph: FrameGraph;
14
15
  view: GPUViewContext;
15
16
  input_depth: number;
16
- input_normals: number;
17
- input_viz_mesh: number;
17
+ input_pbr: number;
18
+ input_visibility: number;
19
+ input_visible_meshlets: number;
18
20
  }): number;
19
21
  export const shader_sdf_visualize: ImageShader;
20
22
  import { ImageShader } from "../../shader/ImageShader.js";
@@ -1 +1 @@
1
- {"version":3,"file":"shader_sdf_visualize.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/shader_sdf_visualize.js"],"names":[],"mappings":"AA4JA;;;;;;;;;;GAUG;AACH;IAR+B,KAAK;IACD,IAAI;IACZ,WAAW,EAA3B,MAAM;IACU,aAAa,EAA7B,MAAM;IACU,cAAc,EAA9B,MAAM;IAEJ,MAAM,CAmGlB;AAvHD,+CASG;4BApIyB,6BAA6B"}
1
+ {"version":3,"file":"shader_sdf_visualize.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/shader_sdf_visualize.js"],"names":[],"mappings":"AAqKA;;;;;;;;;;;GAWG;AACH;IAT+B,KAAK;IACD,IAAI;IACZ,WAAW,EAA3B,MAAM;IACU,SAAS,EAAzB,MAAM;IACU,gBAAgB,EAAhC,MAAM;IACU,sBAAsB,EAAtC,MAAM;IAEJ,MAAM,CAsGlB;AA3HD,+CASG;4BAvIyB,6BAA6B"}
@@ -15,11 +15,17 @@ import { BVH2_NODE_STRUCT } from "../../shader/chunk/bvh/BVH2_NODE_STRUCT.js";
15
15
  import { BVH_STRUCT } from "../../shader/chunk/bvh/BVH_STRUCT.js";
16
16
  import { chunk_project_position_from_depth } from "../../shader/chunk/camera/chunk_project_position_from_depth.js";
17
17
  import { chunk_hash_u32_to_v4f32 } from "../../shader/chunk/color/chunk_hash_u32_to_v4f32.js";
18
- import { chunk_decode_g_buffer_normal } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
18
+ import {
19
+ chunk_decode_g_buffer_face_normal
20
+ } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_face_normal.js";
19
21
  import { chunk_camera_ray_from_uv } from "../../shader/chunk/geometry/ray/chunk_camera_ray_from_uv.js";
20
22
  import { RAY_STRUCT } from "../../shader/chunk/geometry/ray/RAY_STRUCT.js";
21
23
  import { chunk_sdf_query_distance } from "../../shader/chunk/sdf/chunk_sdf_query_distance.js";
22
24
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
25
+ import {
26
+ chunk_visibility_decode,
27
+ VISIBLE_MESHLETS_RESOURCE
28
+ } from "../../rasterize/visibility/chunk_visibility_decode.js";
23
29
  import { ImageShader } from "../../shader/ImageShader.js";
24
30
  import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
25
31
  import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
@@ -40,8 +46,9 @@ resources.createGroup()
40
46
  .add(MESH_SDF_ATLAS_RESOURCE)
41
47
  .add(MESH_SDF_SAMPLER_RESOURCE)
42
48
  .addTexture("gBufferDepth")
43
- .addTexture("gBufferNormals", "uint")
44
- .addTexture("vizBufferMesh", "uint")
49
+ .addTexture("gBufferPBR")
50
+ .addTexture("visibility", "uint")
51
+ .add(VISIBLE_MESHLETS_RESOURCE)
45
52
 
46
53
  resources.createGroup()
47
54
  .addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
@@ -84,9 +91,10 @@ fn main(
84
91
  return vec4(0.33);
85
92
  }
86
93
 
87
- let geometric_normal = decode_g_buffer_normal(textureLoad(gBufferNormals, coord_i, 0).zw);
94
+ let geometric_normal = decode_g_buffer_face_normal(textureLoad(gBufferPBR, coord_i, 0));
88
95
 
89
- let mesh_id = textureLoad(vizBufferMesh, coord_i, 0).x;
96
+ // a surface is here: the depth is not the background's
97
+ let mesh_id = visibility_decode(textureLoad(visibility, coord_i, 0).x).mesh;
90
98
 
91
99
  let position_ws = project_position_from_depth(uv, depth, camera.view_projection_matrix_inverse);
92
100
 
@@ -135,7 +143,8 @@ fn main(
135
143
  RAY_STRUCT.declaration_chunk,
136
144
  chunk_camera_ray_from_uv,
137
145
  chunk_project_position_from_depth,
138
- chunk_decode_g_buffer_normal,
146
+ chunk_decode_g_buffer_face_normal,
147
+ chunk_visibility_decode,
139
148
  chunk_ray_query_sdf_raycast,
140
149
  chunk_mesh_sdf_query_distance,
141
150
  chunk_hash_u32_to_v4f32
@@ -160,8 +169,9 @@ export const shader_sdf_visualize = new ImageShader({
160
169
  * @param {FrameGraph} options.graph
161
170
  * @param {GPUViewContext} options.view
162
171
  * @param {number} options.input_depth
163
- * @param {number} options.input_normals
164
- * @param {number} options.input_viz_mesh
172
+ * @param {number} options.input_pbr the G-buffer's PBR target, for its face normal
173
+ * @param {number} options.input_visibility the visibility buffer
174
+ * @param {number} options.input_visible_meshlets the frame's visible-meshlet table, which resolves it
165
175
  * @param settings
166
176
  * @returns {number} texture with shadows
167
177
  */
@@ -169,8 +179,9 @@ export function graph_draw_sdf_normals({
169
179
  graph,
170
180
  view,
171
181
  input_depth,
172
- input_normals,
173
- input_viz_mesh,
182
+ input_pbr,
183
+ input_visibility,
184
+ input_visible_meshlets,
174
185
  }) {
175
186
 
176
187
 
@@ -199,7 +210,7 @@ export function graph_draw_sdf_normals({
199
210
  /**
200
211
  * @type {GPUTextureContext}
201
212
  */
202
- const normals = resources.get(data.normals);
213
+ const pbr = resources.get(data.pbr);
203
214
  /**
204
215
  * @type {GPUTextureContext}
205
216
  */
@@ -207,7 +218,7 @@ export function graph_draw_sdf_normals({
207
218
  /**
208
219
  * @type {GPUTextureContext}
209
220
  */
210
- const viz_mesh = resources.get(data.viz_mesh);
221
+ const visibility = resources.get(data.visibility);
211
222
 
212
223
  const buffer_settings = {
213
224
  slice: pingpong(current_time_in_seconds() / 5, 1),
@@ -224,8 +235,9 @@ export function graph_draw_sdf_normals({
224
235
  bindings: sdf.write_bindings({
225
236
  settings: buffer_settings,
226
237
  gBufferDepth: depth.obtainView(),
227
- gBufferNormals: normals.obtainView(),
228
- vizBufferMesh: viz_mesh.obtainView(),
238
+ gBufferPBR: pbr.obtainView(),
239
+ visibility: visibility.obtainView(),
240
+ visible_meshlets: resources.get(data.visible_meshlets),
229
241
  geometries: geometries.buffer_metadata,
230
242
  scene_database: view.scene.scene_database_buffer,
231
243
  tlas: view.scene.tlas.buffer,
@@ -252,8 +264,9 @@ export function graph_draw_sdf_normals({
252
264
  const pass_builder = graph.add("SDF Debug", pass_data, execute);
253
265
 
254
266
  pass_data.depth = pass_builder.read(input_depth);
255
- pass_data.normals = pass_builder.read(input_normals);
256
- pass_data.viz_mesh = pass_builder.read(input_viz_mesh);
267
+ pass_data.pbr = pass_builder.read(input_pbr);
268
+ pass_data.visibility = pass_builder.read(input_visibility);
269
+ pass_data.visible_meshlets = pass_builder.read(input_visible_meshlets);
257
270
 
258
271
  pass_data.output = pass_builder.create('sdf', TextureResourceDescriptor.from({
259
272
  format: "rgba8unorm",