@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
@@ -1,4 +1,5 @@
1
- import { chunk_mat3_singular_values } from "../../../../shader/chunk/geometry/mat3/chunk_mat3_singular_values.js";
1
+ import { chunk_compute_normal_matrix_from_m4 } from "../../../../shader/chunk/geometry/mat4/chunk_compute_normal_matrix_from_m4.js";
2
+ import { chunk_mat4_extract_scale } from "../../../../shader/chunk/geometry/mat4/chunk_mat4_extract_scale.js";
2
3
  import { CodeChunk } from "../../../../shader/compiler/CodeChunk.js";
3
4
  import { VGEO_GEOMETRY_ROW_OFFSET } from "../layout/VGEO_GEOMETRY_ROW_OFFSET.js";
4
5
  import { VGEO_GEOMETRY_ROW_WORDS } from "../layout/VGEO_GEOMETRY_ROW_WORDS.js";
@@ -10,15 +11,21 @@ import { VGEO_INSTANCE_WORDS } from "../layout/VGEO_INSTANCE_WORDS.js";
10
11
  *
11
12
  * ```wgsl
12
13
  * fn vg_instance_stretch(global: mat4x4<f32>) -> vec2<f32>
14
+ * fn vg_instance_eye(global: mat4x4<f32>, position: vec3<f32>) -> vec4<f32>
13
15
  * fn vg_instance_record(mesh_index: u32, geometry_row: u32, capacity: u32) -> u32
14
16
  * fn vg_store(base: u32, field: u32, value: f32)
15
17
  * ```
16
18
  *
17
- * `vg_instance_stretch` is the largest and smallest stretch the transform applies to any direction,
18
- * or zero for a transform that flattens the instance. `vg_instance_record` reserves a record under
19
+ * `vg_instance_stretch` is the longest and shortest column of the transform's linear part, or zero
20
+ * for a column of zeros. That is the largest and smallest stretch it applies to any direction when
21
+ * the columns are orthogonal, a rotation times any scale; a shear stretches beyond its columns and
22
+ * is not accounted for, as in Nanite. (`mat3_singular_values` accounts for it, at many times the
23
+ * cost.) `vg_instance_eye` is `position` in the
24
+ * instance's object space, scaled by w: xyz / w is the eye, and w is the |det| that division takes,
25
+ * not positive for a transform without an inverse. `vg_instance_record` reserves a record under
19
26
  * `capacity`, writes the instance's mesh row and its geometry's root page, lookup and claim width,
20
27
  * and returns the record's first word, or {@link VG_INSTANCE_RECORD_NONE} when the records are full.
21
- * What the instance is cut against (its eye, projection and volume) is the collect's own.
28
+ * What the instance is cut against (its projection and volume) is the collect's own.
22
29
  *
23
30
  * Requires the importing shader to declare `instances`, `claim_widths` and `vg_geometries`.
24
31
  *
@@ -36,42 +43,43 @@ fn vg_store(base: u32, field: u32, value: f32) {
36
43
  }
37
44
 
38
45
  fn vg_instance_stretch(global: mat4x4<f32>) -> vec2<f32> {
39
- let linear = mat3x3<f32>(global[0].xyz, global[1].xyz, global[2].xyz);
40
-
41
- let stretch = mat3_singular_values(linear);
46
+ let lengths = mat4_extract_scale(global);
47
+ let stretch = vec2<f32>(max(lengths.x, max(lengths.y, lengths.z)), min(lengths.x, min(lengths.y, lengths.z)));
42
48
 
43
49
  /*
44
- A singular transform — an instance scaled to zero in some direction. mat4_inverse says so
45
- by dividing by a zero determinant, and the NaN that comes back makes **every** comparison
46
- in vg_project and the culls fail open, so one zero-scaled instance draws its whole
47
- resident set. It covers nothing, so dropping it is also the right picture.
48
-
49
- **The determinant is the test, and sigma_min alone was not.** This guard used to be
50
- !(sigma_min > 0) on its own, and the closed form's own doc offered sigma_min as a
51
- degeneracy test — true in exact arithmetic, false in f32. An axis-aligned flatten makes
52
- MtM exactly diagonal and takes the exact branch, which does return zero. A ROTATED one
53
- takes the trigonometric branch, where sigma_min is a difference of nearly equal numbers
54
- with an absolute error of about sqrt(eps_f32) * sigma_max — so it came back near 1e-4
55
- rather than 0, and thirty-six of forty rotated zero-scale instances passed this line with
56
- a NaN eye and a projection scale of 6.2e10 behind it (REVIEW_LEDGER M3, re-review
57
- 2026-09-12). The determinant does not have that problem: a flattened instance has one
58
- exactly-zero column at every rotation, and every term of the expansion carries a factor
59
- from it. It is also, exactly, the number mat4_inverse divides by.
60
-
61
- sigma_min is kept beside it because it is not redundant: a matrix that is merely very
62
- close to singular has a non-zero determinant and can still report sigma_min as zero, and
63
- a ratio of the two would then be an infinity rather than a correction.
64
-
65
- Both written as !(x > 0) rather than x <= 0 so that a NaN — which compares false against
66
- everything — is caught rather than passed through.
50
+ A column of zeros, a scale of zero, answers zero, which the collect drops: the projection
51
+ divides by the shortest column. Written !(x > 0) rather than x <= 0 so that a NaN, which
52
+ compares false against everything, is caught rather than passed through.
67
53
  */
68
- if (!(abs(determinant(linear)) > 0.0) || !(stretch.y > 0.0)) {
54
+ if (!(stretch.y > 0.0)) {
69
55
  return vec2<f32>(0.0);
70
56
  }
71
57
 
72
58
  return stretch;
73
59
  }
74
60
 
61
+ fn vg_instance_eye(global: mat4x4<f32>, position: vec3<f32>) -> vec4<f32> {
62
+ /*
63
+ An affine transform's inverse has adj(L) / det(L) for its linear part, and
64
+ compute_normal_matrix_from_m4 is adj(L) transposed, with det's sign folded in. So the eye is
65
+ transpose(normal) * (position - t) / |det|, and |det| = dot(l0, normal[0]) is the number it is
66
+ divided by. That number is w, for the collect to test before it divides. A test of any other
67
+ expansion of the determinant can pass where this one is zero: under a flattened parent a
68
+ rotated child's columns are all non-zero yet dependent, and two expansions then disagree
69
+ about zero. Even the sign that orients the normal matrix is a second evaluation of this dot,
70
+ so where the determinant is rounding noise a backend that fuses the two differently can make
71
+ w negative, which drops the instance.
72
+
73
+ A singular transform has no eye. The NaN that dividing by it brings makes **every**
74
+ comparison in vg_project and the culls fail open, so one zero-scaled instance would draw its
75
+ whole resident set (REVIEW_LEDGER M3). It covers nothing, so dropping it is also the right
76
+ picture.
77
+ */
78
+ let normal = compute_normal_matrix_from_m4(global);
79
+
80
+ return vec4<f32>(transpose(normal) * (position - global[3].xyz), dot(global[0].xyz, normal[0]));
81
+ }
82
+
75
83
  fn vg_instance_record(mesh_index: u32, geometry_row: u32, capacity: u32) -> u32 {
76
84
  let slot = atomicAdd(&claim_widths.count, 1u);
77
85
 
@@ -108,4 +116,4 @@ fn vg_instance_record(mesh_index: u32, geometry_row: u32, capacity: u32) -> u32
108
116
 
109
117
  return base;
110
118
  }
111
- `, [chunk_mat3_singular_values]);
119
+ `, [chunk_mat4_extract_scale, chunk_compute_normal_matrix_from_m4]);
@@ -1 +1 @@
1
- {"version":3,"file":"shader_vgeo_cut_collect.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.js"],"names":[],"mappings":"AA6NA,oDAIG;8BA3N2B,qCAAqC"}
1
+ {"version":3,"file":"shader_vgeo_cut_collect.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.js"],"names":[],"mappings":"AA4NA,oDAIG;8BA1N2B,qCAAqC"}
@@ -6,7 +6,6 @@ import { COLLECTION_U32_STRUCT_READ } from "../../../../gpu_primitive/COLLECTION
6
6
  import { COLLECTION_U32_STRUCT_WRITE } from "../../../../gpu_primitive/COLLECTION_U32_STRUCT_WRITE.js";
7
7
  import { ComputeShader } from "../../../../shader/ComputeShader.js";
8
8
  import { GEOMETRY_METADATA_STRUCT } from "../../../GEOMETRY_METADATA_STRUCT.js";
9
- import { chunk_mat4_inverse } from "../../../../shader/chunk/geometry/mat4/chunk_mat4_inverse.js";
10
9
  import { chunk_scene_database_access } from "../../../../scene/chunk_scene_database_access.js";
11
10
  import { ShaderResourceSetDescriptor } from "../../../../shader/resource/ShaderResourceSetDescriptor.js";
12
11
  import { VGEO_CUT_STAT } from "../layout/VGEO_CUT_STAT.js";
@@ -131,19 +130,25 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
131
130
  /*
132
131
  In perspective, error and distance are both object-space, so a **uniform** scale cancels out of
133
132
  r_e * k / d exactly and needs no term at all. A non-uniform one does not, and the correction is
134
- the ratio of the largest stretch this transform applies to any direction to the smallest —
135
- which is the ratio of its singular values, not of its column lengths. A shear has unit columns
136
- and stretches space without bound, so column lengths report 1 and under-refine, which is the
137
- direction a conservative correction is not allowed to fail in.
133
+ the ratio of the longest column to the shortest. Those are the transform's largest and smallest
134
+ stretch exactly when the columns are orthogonal, a rotation times any scale. A shear stretches
135
+ space beyond its columns, so a sheared instance under-refines: accepted, as Nanite accepts it,
136
+ for a correction that costs three lengths.
138
137
 
139
138
  An orthographic view has no distance for a scale to cancel against: an object-space error
140
- becomes world units by the largest stretch, and the correction is sigma_max alone. The weight
141
- picks between them without a branch, and at w = 1 the expression is today's x / y exactly.
139
+ becomes world units by the largest stretch, and the correction is the longest column alone. The
140
+ weight picks between them without a branch, and at w = 1 the expression is x / y exactly.
142
141
  */
143
142
  let stretch = vg_instance_stretch(node.global);
144
143
 
145
- // a transform that flattens the instance, which vg_instance_stretch answers with zero
146
- if (!(stretch.y > 0.0)) {
144
+ // the camera's position in this instance's object space, out of the camera's own world transform
145
+ let eye = vg_instance_eye(node.global, camera.transform[3].xyz);
146
+
147
+ /*
148
+ A transform that flattens the instance, which vg_instance_stretch answers with zero, or that
149
+ has no inverse to take the eye through: eye.w is the very determinant the eye is divided by.
150
+ */
151
+ if (!(stretch.y > 0.0) || !(eye.w > 0.0)) {
147
152
  atomicAdd(
148
153
  &feedback[params.stats_base + ${VGEO_CUT_STAT.INSTANCES_DROPPED}u], 1u
149
154
  );
@@ -167,11 +172,6 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
167
172
  return;
168
173
  }
169
174
 
170
- let to_object = mat4_inverse(node.global);
171
-
172
- // the camera's position in this instance's object space, out of the camera's own world transform
173
- let eye = to_object * vec4<f32>(camera.transform[3].xyz, 1.0);
174
-
175
175
  vg_store(base, ${VGEO_INSTANCE_OFFSET.EYE}u, eye.x / eye.w);
176
176
  vg_store(base, ${VGEO_INSTANCE_OFFSET.EYE + 1}u, eye.y / eye.w);
177
177
  vg_store(base, ${VGEO_INSTANCE_OFFSET.EYE + 2}u, eye.z / eye.w);
@@ -216,7 +216,6 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
216
216
  `, [
217
217
  chunk_scene_database_access,
218
218
  chunk_vgeo_cut_instance,
219
- chunk_mat4_inverse,
220
219
  ]);
221
220
 
222
221
  export const shader_vgeo_cut_collect = ComputeShader.from({
@@ -1,16 +1,16 @@
1
1
  /**
2
- * The geometry caches and cards of virtual geometry (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.8, §17).
3
- * {@link GPUGeometrySDFManager} bakes a geometry's field from its tree and captures its cards through its meshlets, and
4
- * a virtual geometry has neither.
2
+ * The geometry caches and surface caches of virtual geometry (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.8, §17).
3
+ * {@link GPUGeometrySDFManager} bakes a geometry's field and its surface caches from its tree, and a virtual geometry
4
+ * has none.
5
5
  *
6
6
  * Each virtual geometry whose cache is asked for gets its proxy ({@link VirtualGeometry#get_proxy}): an ordinary
7
7
  * geometry in the same local space, with its attributes. The proxy is added to the geometry manager and the virtual
8
8
  * geometry aliased to it ({@link GPUGeometrySDFManager#alias}). From there the proxy is any geometry: the virtual
9
- * geometry's holders hold its cache, baked from its tree, and the virtual geometry's card sets capture its layout,
10
- * drawn through its meshlets with the virtual geometry's own materials.
9
+ * geometry's holders hold its cache, baked from its tree, and the virtual geometry's surface caches follow its field,
10
+ * baked from its triangles with the virtual geometry's own materials.
11
11
  *
12
12
  * **The proxy's detail is its own**, not the cache's voxel's: a proxy coarser than the voxel bakes a coarser field and
13
- * coarser cards than the asset would. A known discrepancy, kept: a hit on virtual geometry has a material at all.
13
+ * coarser surface caches than the asset would. A known discrepancy, kept: a hit on virtual geometry has a material at all.
14
14
  *
15
15
  * A proxy is applied as it arrives, which is between frames: adding a geometry grows the geometry manager's buffers,
16
16
  * which a frame's passes must not find replaced under them. A virtual geometry the geometry manager lets go takes its
@@ -21,18 +21,18 @@ class VGeoProxyEntry {
21
21
  }
22
22
 
23
23
  /**
24
- * The geometry caches and cards of virtual geometry (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.8, §17).
25
- * {@link GPUGeometrySDFManager} bakes a geometry's field from its tree and captures its cards through its meshlets, and
26
- * a virtual geometry has neither.
24
+ * The geometry caches and surface caches of virtual geometry (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.8, §17).
25
+ * {@link GPUGeometrySDFManager} bakes a geometry's field and its surface caches from its tree, and a virtual geometry
26
+ * has none.
27
27
  *
28
28
  * Each virtual geometry whose cache is asked for gets its proxy ({@link VirtualGeometry#get_proxy}): an ordinary
29
29
  * geometry in the same local space, with its attributes. The proxy is added to the geometry manager and the virtual
30
30
  * geometry aliased to it ({@link GPUGeometrySDFManager#alias}). From there the proxy is any geometry: the virtual
31
- * geometry's holders hold its cache, baked from its tree, and the virtual geometry's card sets capture its layout,
32
- * drawn through its meshlets with the virtual geometry's own materials.
31
+ * geometry's holders hold its cache, baked from its tree, and the virtual geometry's surface caches follow its field,
32
+ * baked from its triangles with the virtual geometry's own materials.
33
33
  *
34
34
  * **The proxy's detail is its own**, not the cache's voxel's: a proxy coarser than the voxel bakes a coarser field and
35
- * coarser cards than the asset would. A known discrepancy, kept: a hit on virtual geometry has a material at all.
35
+ * coarser surface caches than the asset would. A known discrepancy, kept: a hit on virtual geometry has a material at all.
36
36
  *
37
37
  * A proxy is applied as it arrives, which is between frames: adding a geometry grows the geometry manager's buffers,
38
38
  * which a frame's passes must not find replaced under them. A virtual geometry the geometry manager lets go takes its
@@ -133,7 +133,7 @@ export class VGeoSDFProxies {
133
133
  this.#asked.delete(record.index);
134
134
  this.#failed_count++;
135
135
 
136
- console.warn('vgeo: no proxy, the geometry has no cache or cards', error);
136
+ console.warn('vgeo: no proxy, the geometry has no cache or surface caches', error);
137
137
  }
138
138
  }
139
139
  );
@@ -1 +1 @@
1
- {"version":3,"file":"shader_brick4_debug_draw.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_debug_draw.js"],"names":[],"mappings":"AAoEA,mDAUE;4BAtE0B,mCAAmC"}
1
+ {"version":3,"file":"shader_brick4_debug_draw.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_debug_draw.js"],"names":[],"mappings":"AAwEA,mDAUE;4BAvE0B,mCAAmC"}
@@ -5,6 +5,9 @@ import {
5
5
  } from "../../../../shader/chunk/camera/chunk_project_position_from_depth.js";
6
6
  import { chunk_mat4_extract_position } from "../../../../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
7
7
  import { chunk_decode_g_buffer_normal } from "../../../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
8
+ import {
9
+ chunk_decode_g_buffer_face_normal
10
+ } from "../../../../shader/chunk/geometry/normal/chunk_decode_g_buffer_face_normal.js";
8
11
  import { CodeChunk } from "../../../../shader/compiler/CodeChunk.js";
9
12
  import { ImageShader } from "../../../../shader/ImageShader.js";
10
13
  import { ShaderResourceSetDescriptor } from "../../../../shader/resource/ShaderResourceSetDescriptor.js";
@@ -17,6 +20,7 @@ const resources = new ShaderResourceSetDescriptor();
17
20
  resources.createGroup()
18
21
  .addTexture("tDepth")
19
22
  .addTexture("tNormals", "uint")
23
+ .addTexture("tPBR")
20
24
  .addUniform("camera", CAMERA_UNIFORM_STRUCT)
21
25
 
22
26
  resources.createGroup()
@@ -45,10 +49,9 @@ fn main(
45
49
 
46
50
  let view_direction = normalize(camera_position_ws - position_ws);
47
51
 
48
- let g_buffer_sample_normal = textureLoad(tNormals, i_coord, 0);
49
52
 
50
- let shading_normal = decode_g_buffer_normal(g_buffer_sample_normal.xy);
51
- let geometric_normal = decode_g_buffer_normal(g_buffer_sample_normal.zw);
53
+ let shading_normal = decode_g_buffer_normal(textureLoad(tNormals, i_coord, 0).x);
54
+ let geometric_normal = decode_g_buffer_face_normal(textureLoad(tPBR, i_coord, 0));
52
55
 
53
56
  let c = brick4_sample(
54
57
  position_ws,
@@ -62,6 +65,7 @@ fn main(
62
65
  chunk_project_position_from_depth,
63
66
  chunk_mat4_extract_position,
64
67
  chunk_decode_g_buffer_normal,
68
+ chunk_decode_g_buffer_face_normal,
65
69
  chunk_brick4_sample,
66
70
  ]
67
71
  );
@@ -60,7 +60,7 @@ fn main(
60
60
 
61
61
  let g_buffer_sample_normal = textureLoad(tBentNormals, i_coord, 0);
62
62
 
63
- let bent_normal = decode_g_buffer_normal(g_buffer_sample_normal.xy);
63
+ let bent_normal = decode_g_buffer_normal(g_buffer_sample_normal.x);
64
64
 
65
65
  let node = brick4_node_by_position(position_ws);
66
66
 
@@ -1 +1 @@
1
- {"version":3,"file":"shader_brick4_indirect_lighting.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.js"],"names":[],"mappings":"AA0MA,0DAwBE;4BA3M0B,mCAAmC"}
1
+ {"version":3,"file":"shader_brick4_indirect_lighting.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.js"],"names":[],"mappings":"AA4MA,0DAwBE;4BA5M0B,mCAAmC"}
@@ -10,6 +10,7 @@ import {
10
10
  import { chunk_mat4_extract_position } from "../../../../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
11
11
  import { chunk_decode_g_buffer_normal } from "../../../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
12
12
  import { chunk_compute_indirect_specular } from "../../../../shader/chunk/material/chunk_compute_indirect_specular.js";
13
+ import { chunk_decode_g_buffer_albedo } from "../../../../shader/chunk/material/chunk_decode_g_buffer_albedo.js";
13
14
  import { chunk_decode_g_buffer_metalness } from "../../../../shader/chunk/material/chunk_decode_g_buffer_metalness.js";
14
15
  import { chunk_decode_g_buffer_roughness } from "../../../../shader/chunk/material/chunk_decode_g_buffer_roughness.js";
15
16
  import { chunk_metalness_to_specular_color } from "../../../../shader/chunk/material/chunk_metalness_to_specular_color.js";
@@ -70,7 +71,7 @@ fn main(
70
71
  let g_buffer_sample_normal = textureLoad(tGBufferNormals, i_coord, 0);
71
72
  let g_buffer_bent_normal = textureLoad(tBentNormals, i_coord, 0);
72
73
 
73
- let albedo = albedo_ao_sample.rgb;
74
+ let albedo = decode_g_buffer_albedo(albedo_ao_sample.rgb);
74
75
  let occlusion = albedo_ao_sample.a;
75
76
 
76
77
  let f_metalness = decode_g_buffer_metalness(texel_pbr);
@@ -83,8 +84,8 @@ fn main(
83
84
  let material_specularF0 = metalness_to_specular_color(f_metalness, albedo);
84
85
  let material_specularF90 = 1.0;
85
86
 
86
- let shading_normal = decode_g_buffer_normal(g_buffer_sample_normal.xy);
87
- let bent_normal = decode_g_buffer_normal(g_buffer_bent_normal.xy);
87
+ let shading_normal = decode_g_buffer_normal(g_buffer_sample_normal.x);
88
+ let bent_normal = decode_g_buffer_normal(g_buffer_bent_normal.x);
88
89
 
89
90
  let position_ws = project_position_from_depth(uv, texel_depth, camera.view_projection_matrix_inverse);
90
91
  let camera_position_ws = mat4_extract_position(camera.transform);
@@ -181,6 +182,7 @@ fn main(
181
182
  chunk_project_position_from_depth,
182
183
  chunk_mat4_extract_position,
183
184
  chunk_decode_g_buffer_normal,
185
+ chunk_decode_g_buffer_albedo,
184
186
  chunk_decode_g_buffer_metalness,
185
187
  chunk_decode_g_buffer_roughness,
186
188
  chunk_metalness_to_specular_color,
@@ -1 +1 @@
1
- {"version":3,"file":"shader_brick4_specular.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_specular.js"],"names":[],"mappings":"AAwEA,iDAaE;4BA3E0B,mCAAmC"}
1
+ {"version":3,"file":"shader_brick4_specular.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_specular.js"],"names":[],"mappings":"AAsEA,iDAaE;4BAzE0B,mCAAmC"}
@@ -48,10 +48,8 @@ fn main(
48
48
 
49
49
  let view_direction = normalize(camera_position_ws - position_ws);
50
50
 
51
- let g_buffer_sample_normal = textureLoad(tNormals, i_coord, 0);
52
51
 
53
- let shading_normal = decode_g_buffer_normal(g_buffer_sample_normal.xy);
54
- let geometric_normal = decode_g_buffer_normal(g_buffer_sample_normal.zw);
52
+ let shading_normal = decode_g_buffer_normal(textureLoad(tNormals, i_coord, 0).x);
55
53
 
56
54
  let roughness = decode_g_buffer_roughness(textureLoad(tPBR, i_coord, 0));
57
55
 
@@ -23,7 +23,7 @@ fn main(
23
23
  ) -> @location(0) vec4<f32> {
24
24
  let coord_i = vec2u(coord.xy);
25
25
 
26
- let bent_normal_encoded = textureLoad(tBentNormals, coord_i, 0).rg;
26
+ let bent_normal_encoded = textureLoad(tBentNormals, coord_i, 0).x;
27
27
 
28
28
  let bent_normal = decode_g_buffer_normal(bent_normal_encoded);
29
29
 
@@ -35,12 +35,12 @@ fn main(
35
35
 
36
36
  let roughness = decode_g_buffer_roughness(texel_pbr);
37
37
 
38
- let bent_normal_encoded = textureLoad(tBentNormals, coord_i, 0).rg;
38
+ let bent_normal_encoded = textureLoad(tBentNormals, coord_i, 0).x;
39
39
 
40
40
  let bent_normal = decode_g_buffer_normal(bent_normal_encoded);
41
41
 
42
42
  let shading_normal = decode_g_buffer_normal(
43
- textureLoad(tNormals, coord_i, 0).rg
43
+ textureLoad(tNormals, coord_i, 0).x
44
44
  );
45
45
 
46
46
  let texel_depth = textureLoad(tDepth,
@@ -42,7 +42,7 @@ fn main(
42
42
 
43
43
  let coord_i = vec2u(coord.xy);
44
44
 
45
- let bent_normal_encoded = textureLoad(tBentNormals, coord_i, 0).rg;
45
+ let bent_normal_encoded = textureLoad(tBentNormals, coord_i, 0).x;
46
46
 
47
47
  let bent_normal = decode_g_buffer_normal(bent_normal_encoded);
48
48
 
@@ -20,10 +20,11 @@
20
20
  * readers bind while there are no probes ({@link write_sampling_bindings}): seven objects of a few bytes,
21
21
  * made on the first ask and kept until {@link destroy}.
22
22
  *
23
- * Each frame it holds the geometry caches and card sets its scene's SDF world draws
24
- * ({@link ProbeClipmapSceneHolds}), trims the caches nothing holds, and records their bake and the
25
- * cards' capture (§6). Leaving the mode lets go of the holds and trims nothing, so the caches are
26
- * there when the mode comes back (D28); the card sets go, and are captured again.
23
+ * Each frame it holds the geometry caches and the Model Surface Caches its scene's SDF world draws
24
+ * ({@link ProbeClipmapSceneHolds}), trims the geometry caches nothing holds, and records their bakes
25
+ * (§6). The bricks' material is gathered from the surface caches as each brick is built
26
+ * ({@link GPUBrickMaterial}). Leaving the mode lets go of the holds and trims nothing, so the geometry
27
+ * caches are there when the mode comes back (D28); the surface caches go, and are baked again.
27
28
  *
28
29
  * Until its probes are traced (§13, S4) the mode lights as IBL.
29
30
  */
@@ -33,7 +34,7 @@ export class GPUProbeClipmapGI {
33
34
  * @param {ProbeClipmapSettings} settings
34
35
  * @returns {boolean} whether it is what the settings' world cache describes, in their frustum's windows
35
36
  */
36
- static "__#208@#world_cache_built_for"(world_cache: GPUProbeClipmap, settings: ProbeClipmapSettings): boolean;
37
+ static "__#210@#world_cache_built_for"(world_cache: GPUProbeClipmap, settings: ProbeClipmapSettings): boolean;
37
38
  /**
38
39
  * @param {GraphicsContext} graphics
39
40
  */
@@ -102,18 +103,25 @@ export class GPUProbeClipmapGI {
102
103
  * The debug view the settings ask for, in place of the frame's colour. Record it after
103
104
  * {@link graph_update} in the same frame.
104
105
  *
106
+ * The indirect views draw the fused indirect pass (`shader_probe_clipmap_indirect_lighting`) with one lobe
107
+ * alone, from `indirect`, the inputs the frame's own fused pass takes, to which they add the probes' sampling
108
+ * bindings ({@link write_sampling_bindings}).
109
+ *
105
110
  * @param {Object} options
106
111
  * @param {FrameGraph} options.graph
107
112
  * @param {GPUViewContext} options.view
108
113
  * @param {ProbeClipmapSettings} options.settings
109
114
  * @param {number[]} options.resolution
110
- * @returns {number} graph handle of an `rgba8unorm` image
115
+ * @param {Object} options.indirect the fused indirect pass's inputs this frame, without the probes' bindings
116
+ * @returns {number} graph handle of the image: `rgba8unorm` for the geometry views, `rgba16float` for the
117
+ * indirect ones
111
118
  */
112
- graph_debug_view({ graph, view, settings, resolution }: {
119
+ graph_debug_view({ graph, view, settings, resolution, indirect }: {
113
120
  graph: FrameGraph;
114
121
  view: GPUViewContext;
115
122
  settings: ProbeClipmapSettings;
116
123
  resolution: number[];
124
+ indirect: any;
117
125
  }): number;
118
126
  /**
119
127
  * Have a plugin write the world's bricks too, after the mesh provider and every provider added
@@ -1 +1 @@
1
- {"version":3,"file":"GPUProbeClipmapGI.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js"],"names":[],"mappings":"AAuBA;;;;;;GAMG;AAEH;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH;IAwSI;;;;OAIG;IACH,oDAJW,eAAe,YACf,oBAAoB,GAClB,OAAO,CAUnB;IAzOD;;OAEG;IACH,sBAFW,eAAe,EAMzB;IAED;;OAEG;IACH,qCAEC;IAED;;OAEG;IACH,qCAEC;IAED;;OAEG;IACH,mCAEC;IAED;;OAEG;IACH,oCAEC;IAED;;;;;;;;;;;;;;;;;OAiBG;IACH;QAZ+B,KAAK,EAAzB,UAAU;QACc,IAAI,EAA5B,cAAc;QACgB,QAAQ,EAAtC,oBAAoB;QACJ,KAAK,EAArB,MAAM;QACU,MAAM,EAAtB,MAAM;QACK,IAAI;QACE,MAAM,GAAvB,MAAM;QAEU,QAAQ,EAAxB,MAAM;aAmIhB;IAqDD;;;OAGG;IACH,0BAEC;IAED;;;;;;;;;OASG;IACH,4CAUC;IAwDD;;;;;;;;;;OAUG;IACH;QAN+B,KAAK,EAAzB,UAAU;QACc,IAAI,EAA5B,cAAc;QACgB,QAAQ,EAAtC,oBAAoB;QACF,UAAU,EAA5B,MAAM,EAAE;QACN,MAAM,CAmBlB;IAED;;;;;OAKG;IACH,uBAFW,aAAa,QASvB;IAED;;;OAGG;IACH,0BAHW,aAAa,GACX,OAAO,CAanB;IAgED;;;OAGG;IACH,gBAuBC;IAED,gBAcC;;CACJ;yBAhlBY,OAAO,8DAA8D,EAAE,UAAU;8BACjF,OAAO,0BAA0B,EAAE,eAAe;6BAClD,OAAO,8BAA8B,EAAE,cAAc;mCACrD,OAAO,2BAA2B,EAAE,oBAAoB;4BACxD,OAAO,4BAA4B,EAAE,aAAa;gCAnB/B,4BAA4B;gCAQ5B,4BAA4B;uCAIrB,6BAA6B"}
1
+ {"version":3,"file":"GPUProbeClipmapGI.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js"],"names":[],"mappings":"AA8BA;;;;;;GAMG;AAEH;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH;IAwTI;;;;OAIG;IACH,oDAJW,eAAe,YACf,oBAAoB,GAClB,OAAO,CAUnB;IA5OD;;OAEG;IACH,sBAFW,eAAe,EAMzB;IAED;;OAEG;IACH,qCAEC;IAED;;OAEG;IACH,qCAEC;IAED;;OAEG;IACH,mCAEC;IAED;;OAEG;IACH,oCAEC;IAED;;;;;;;;;;;;;;;;;OAiBG;IACH;QAZ+B,KAAK,EAAzB,UAAU;QACc,IAAI,EAA5B,cAAc;QACgB,QAAQ,EAAtC,oBAAoB;QACJ,KAAK,EAArB,MAAM;QACU,MAAM,EAAtB,MAAM;QACK,IAAI;QACE,MAAM,GAAvB,MAAM;QAEU,QAAQ,EAAxB,MAAM;aAsIhB;IAqDD;;;OAGG;IACH,0BAEC;IAED;;;;;;;;;OASG;IACH,4CAUC;IAwDD;;;;;;;;;;;;;;;;OAgBG;IACH;QAR+B,KAAK,EAAzB,UAAU;QACc,IAAI,EAA5B,cAAc;QACgB,QAAQ,EAAtC,oBAAoB;QACF,UAAU,EAA5B,MAAM,EAAE;QACQ,QAAQ;QACtB,MAAM,CA8ClB;IAED;;;;;OAKG;IACH,uBAFW,aAAa,QASvB;IAED;;;OAGG;IACH,0BAHW,aAAa,GACX,OAAO,CAanB;IAqED;;;OAGG;IACH,gBA2BC;IAED,gBAcC;;CACJ;yBA1oBY,OAAO,8DAA8D,EAAE,UAAU;8BACjF,OAAO,0BAA0B,EAAE,eAAe;6BAClD,OAAO,8BAA8B,EAAE,cAAc;mCACrD,OAAO,2BAA2B,EAAE,oBAAoB;4BACxD,OAAO,4BAA4B,EAAE,aAAa;gCA1B/B,4BAA4B;gCAa5B,4BAA4B;uCAKrB,6BAA6B"}