@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
@@ -9,10 +9,10 @@ export const MESH_BRICK_BATCH_SETTINGS: WebGPUStruct;
9
9
  * Its up to {@link MESH_BRICK_BATCH} rows, sorted ascending (a bitonic network, a lane a pair), become
10
10
  * instances in workgroup memory, a lane each (`mesh_brick_instance`), and its cell's 512 texels are
11
11
  * sampled over them in that order, eight a lane
12
- * (`mesh_brick_texel`: the least distance and its row, the box test first). Each texel's byte goes into
13
- * the cell's accumulators by an atomic maximum of 255 less it, and each 2³ object cell's nearest texel
14
- * bids its key by another (`brick_object_key`): the least byte and the nearest row over every batch
15
- * of the cell, whatever order the batches ran in. The staging is the resolve's to write.
12
+ * (`mesh_brick_texel`: the least distance and its row, the box test first). Each texel's key, its byte
13
+ * and its row (`brick_object_key`), goes into the cell's accumulators by an atomic maximum: the least byte
14
+ * and the nearest row over every batch of the cell, whatever order the batches ran in. The staging is the
15
+ * resolve's to write.
16
16
  *
17
17
  * The order is what keeps a cell of up to {@link MESH_BRICK_BATCH} rows, one batch, the same however the walk
18
18
  * found its rows: the box test is exact only where an instance's field is not negative outside its box,
@@ -1 +1 @@
1
- {"version":3,"file":"shader_mesh_brick_batch.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_batch.js"],"names":[],"mappings":"AAyBA;;GAEG;AACH,wCAFU,YAAY,CAOO;AAuJ7B;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,sCAFU,aAAa,CAMpB;6BAnM0B,yCAAyC;8BAJxC,qCAAqC"}
1
+ {"version":3,"file":"shader_mesh_brick_batch.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_batch.js"],"names":[],"mappings":"AAyBA;;GAEG;AACH,wCAFU,YAAY,CAOO;AA8H7B;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,sCAFU,aAAa,CAMpB;6BA1K0B,yCAAyC;8BAJxC,qCAAqC"}
@@ -13,7 +13,7 @@ import { ShaderResourceSetDescriptor } from "../../../../shader/resource/ShaderR
13
13
  import { atomic_u32, u32 } from "../../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
14
14
  import { WebGPUArray } from "../../../../shader/type/WebGPUArray.js";
15
15
  import { WebGPUStruct } from "../../../../shader/type/WebGPUStruct.js";
16
- import { BRICK_CELL_WORKGROUP_SIZE, BRICK_OBJECT_CELLS_PER_AXIS } from "../BRICK_CLIPMAP.js";
16
+ import { BRICK_CELL_WORKGROUP_SIZE } from "../BRICK_CLIPMAP.js";
17
17
  import { BRICK_RING_RESOURCE, BRICK_TAKE_RESOURCE, chunk_brick_clipmap } from "../chunk_brick_clipmap.js";
18
18
  import { chunk_brick_object } from "../chunk_brick_object.js";
19
19
  import { chunk_brick_provider } from "../chunk_brick_provider.js";
@@ -60,10 +60,6 @@ var<workgroup> instances: array<${MESH_BRICK_INSTANCE_STRUCT.wgsl_ref}, MESH_BRI
60
60
  /** the batch's rows, ascending */
61
61
  var<workgroup> batch_rows: array<u32, MESH_BRICK_BATCH>;
62
62
 
63
- /** per object cell: its nearest texel's key over the batch, and its lanes done */
64
- var<workgroup> object_best: array<atomic<u32>, ${BRICK_OBJECT_CELLS_PER_AXIS ** 3}>;
65
- var<workgroup> object_lanes: array<atomic<u32>, ${BRICK_OBJECT_CELLS_PER_AXIS ** 3}>;
66
-
67
63
  /** lane 0's: the batches, and this one's build slot and rows */
68
64
  var<workgroup> batch_header: vec3<u32>;
69
65
 
@@ -138,36 +134,15 @@ fn main(
138
134
  let z = lane / 8u;
139
135
  let accumulator = mesh_brick_accumulator(build);
140
136
 
141
- var best = vec4<u32>(0u);
142
-
143
137
  for (var x = 0u; x < 8u; x++) {
144
138
  let texel = mesh_brick_texel(at.corner + vec3<f32>(f32(x), f32(y), f32(z)) * at.voxel, count, at.band);
145
139
  let byte = brick_encode(texel.distance, at.band);
140
+ let key = brick_object_key(byte, texel.row);
146
141
 
147
- // the cell's least byte over its batches, as the most of 255 less each; +R raises nothing
142
+ // the texel's least byte over the cell's batches, and the row that gave it, as the largest key; +R
143
+ // raises nothing
148
144
  if (byte < 255u) {
149
- atomicMax(&mesh_brick_accumulators[accumulator + x + 8u * (y + 8u * z)], 255u - byte);
150
- }
151
-
152
- let o = x / 2u;
153
-
154
- best[o] = max(best[o], brick_object_key(byte, texel.row));
155
- }
156
-
157
- // per object cell, its four lanes fold in their texels, and the last bids the batch's nearest
158
- for (var o = 0u; o < ${BRICK_OBJECT_CELLS_PER_AXIS}u; o++) {
159
- let object = o + ${BRICK_OBJECT_CELLS_PER_AXIS}u * ((y / 2u) + ${BRICK_OBJECT_CELLS_PER_AXIS}u * (z / 2u));
160
-
161
- atomicMax(&object_best[object], best[o]);
162
-
163
- if (atomicAdd(&object_lanes[object], 1u) != 3u) {
164
- continue;
165
- }
166
-
167
- let nearest = atomicLoad(&object_best[object]);
168
-
169
- if (brick_object_key_byte(nearest) < 255u) {
170
- atomicMax(&mesh_brick_accumulators[accumulator + MESH_BRICK_ACCUMULATOR_OBJECTS + object], nearest);
145
+ atomicMax(&mesh_brick_accumulators[accumulator + x + 8u * (y + 8u * z)], key);
171
146
  }
172
147
  }
173
148
  }
@@ -189,10 +164,10 @@ fn main(
189
164
  * Its up to {@link MESH_BRICK_BATCH} rows, sorted ascending (a bitonic network, a lane a pair), become
190
165
  * instances in workgroup memory, a lane each (`mesh_brick_instance`), and its cell's 512 texels are
191
166
  * sampled over them in that order, eight a lane
192
- * (`mesh_brick_texel`: the least distance and its row, the box test first). Each texel's byte goes into
193
- * the cell's accumulators by an atomic maximum of 255 less it, and each 2³ object cell's nearest texel
194
- * bids its key by another (`brick_object_key`): the least byte and the nearest row over every batch
195
- * of the cell, whatever order the batches ran in. The staging is the resolve's to write.
167
+ * (`mesh_brick_texel`: the least distance and its row, the box test first). Each texel's key, its byte
168
+ * and its row (`brick_object_key`), goes into the cell's accumulators by an atomic maximum: the least byte
169
+ * and the nearest row over every batch of the cell, whatever order the batches ran in. The staging is the
170
+ * resolve's to write.
196
171
  *
197
172
  * The order is what keeps a cell of up to {@link MESH_BRICK_BATCH} rows, one batch, the same however the walk
198
173
  * found its rows: the box test is exact only where an instance's field is not negative outside its box,
@@ -1,18 +1,16 @@
1
1
  /**
2
2
  * The mesh provider's resolve (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.7, as S9 built it): a workgroup
3
3
  * a cell the walks listed, dispatched by its command after the batches. It merges the cell's
4
- * accumulators into the staging as any provider merges (§7.6), and leaves its texel and object words
5
- * at 0 for the next frame. A taken cell no walk listed, most of them, had no batch and finished its
4
+ * accumulators into the staging as any provider merges (§7.6), and leaves its texel words at 0 for the
5
+ * next frame. A taken cell no walk listed, most of them, had no batch and finished its
6
6
  * walks: its staging stays as it is, and the resolve spends nothing on it.
7
7
  *
8
8
  * - A cell a walk of which did not finish sets its retry word (contract 7): free puts its key back on
9
9
  * the ring, and the cell is built again.
10
10
  * - Contract 2, per texel of a cell a batch reached: the staged byte becomes the least of itself and
11
11
  * the batches' byte.
12
- * - Contract 3, per 2³ object cell: the batches' nearest row replaces the staged object when its byte
13
- * is below the staged cell minimum taken before the merge; ties keep the staged object. The cell's
14
- * four lanes fold their staged texels in through workgroup atomics, and the last of them decides, so
15
- * that no lane waits on another.
12
+ * - Contract 8, per texel: where the batches' byte is below the staged one, their row replaces the
13
+ * texel's staged surface row; ties keep the staged row.
16
14
  *
17
15
  * Eight texels a lane: the staging's two words and the accumulators' eight.
18
16
  *
@@ -1 +1 @@
1
- {"version":3,"file":"shader_mesh_brick_resolve.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_resolve.js"],"names":[],"mappings":"AAoBA;;;;;;;;;;;;;;;;;;;GAmBG;AACH,wCAFU,aAAa,CAgGpB;8BApI2B,qCAAqC"}
1
+ {"version":3,"file":"shader_mesh_brick_resolve.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_resolve.js"],"names":[],"mappings":"AAoBA;;;;;;;;;;;;;;;;;GAiBG;AACH,wCAFU,aAAa,CA0EpB;8BA5G2B,qCAAqC"}
@@ -4,7 +4,7 @@ import { ComputeShader } from "../../../../shader/ComputeShader.js";
4
4
  import { ShaderResourceSetDescriptor } from "../../../../shader/resource/ShaderResourceSetDescriptor.js";
5
5
  import { atomic_u32 } from "../../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
6
6
  import { WebGPUArray } from "../../../../shader/type/WebGPUArray.js";
7
- import { BRICK_CELL_WORKGROUP_SIZE, BRICK_OBJECT_CELLS_PER_AXIS } from "../BRICK_CLIPMAP.js";
7
+ import { BRICK_CELL_WORKGROUP_SIZE } from "../BRICK_CLIPMAP.js";
8
8
  import { BRICK_STAGING_RESOURCE, chunk_brick_clipmap } from "../chunk_brick_clipmap.js";
9
9
  import { chunk_brick_object } from "../chunk_brick_object.js";
10
10
  import { chunk_mesh_brick_walk } from "./chunk_mesh_brick_walk.js";
@@ -21,18 +21,16 @@ resources.createGroup()
21
21
  /**
22
22
  * The mesh provider's resolve (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.7, as S9 built it): a workgroup
23
23
  * a cell the walks listed, dispatched by its command after the batches. It merges the cell's
24
- * accumulators into the staging as any provider merges (§7.6), and leaves its texel and object words
25
- * at 0 for the next frame. A taken cell no walk listed, most of them, had no batch and finished its
24
+ * accumulators into the staging as any provider merges (§7.6), and leaves its texel words at 0 for the
25
+ * next frame. A taken cell no walk listed, most of them, had no batch and finished its
26
26
  * walks: its staging stays as it is, and the resolve spends nothing on it.
27
27
  *
28
28
  * - A cell a walk of which did not finish sets its retry word (contract 7): free puts its key back on
29
29
  * the ring, and the cell is built again.
30
30
  * - Contract 2, per texel of a cell a batch reached: the staged byte becomes the least of itself and
31
31
  * the batches' byte.
32
- * - Contract 3, per 2³ object cell: the batches' nearest row replaces the staged object when its byte
33
- * is below the staged cell minimum taken before the merge; ties keep the staged object. The cell's
34
- * four lanes fold their staged texels in through workgroup atomics, and the last of them decides, so
35
- * that no lane waits on another.
32
+ * - Contract 8, per texel: where the batches' byte is below the staged one, their row replaces the
33
+ * texel's staged surface row; ties keep the staged row.
36
34
  *
37
35
  * Eight texels a lane: the staging's two words and the accumulators' eight.
38
36
  *
@@ -44,10 +42,6 @@ export const shader_mesh_brick_resolve = ComputeShader.from({
44
42
  body: CodeChunk.from(
45
43
  //language=WGSL
46
44
  `
47
- /** per object cell: its staged minimum before the merge (as 255 less the byte), and its lanes done */
48
- var<workgroup> object_staged: array<atomic<u32>, ${BRICK_OBJECT_CELLS_PER_AXIS ** 3}>;
49
- var<workgroup> object_lanes: array<atomic<u32>, ${BRICK_OBJECT_CELLS_PER_AXIS ** 3}>;
50
-
51
45
  @compute @workgroup_size(${BRICK_CELL_WORKGROUP_SIZE})
52
46
  fn main(
53
47
  @builtin(workgroup_id) workgroup_id: vec3<u32>,
@@ -71,7 +65,7 @@ fn main(
71
65
  atomicAdd(&mesh_brick_counters[${MESH_BRICK_STATISTIC_CELLS_RETRIED}u], 1u);
72
66
  }
73
67
 
74
- // listed for its retry alone: no batch reached it, and its texel and object words are 0
68
+ // listed for its retry alone: no batch reached it, and its texel words are 0
75
69
  if ((flags & MESH_BRICK_FLAG_TOUCHED) == 0u) {
76
70
  return;
77
71
  }
@@ -81,50 +75,32 @@ fn main(
81
75
  let z = lane / 8u;
82
76
  let first = build * BRICK_STAGING_WORDS + 2u * lane;
83
77
 
84
- var staged_min = vec4<u32>(255u);
85
-
86
78
  for (var w = 0u; w < 2u; w++) {
87
79
  var word = brick_staging[first + w];
88
80
 
89
81
  for (var b = 0u; b < 4u; b++) {
90
82
  let x = 4u * w + b;
91
- let texel = accumulator + x + 8u * (y + 8u * z);
83
+ let t = x + 8u * (y + 8u * z);
84
+ let texel = accumulator + t;
92
85
  let shift = 8u * b;
93
86
  let staged = (word >> shift) & 0xffu;
94
- let byte = 255u - mesh_brick_accumulators[texel];
87
+ let key = mesh_brick_accumulators[texel];
88
+ // a texel no batch reached bid nothing: +R
89
+ let byte = select(255u, brick_object_key_byte(key), key != 0u);
95
90
 
96
91
  mesh_brick_accumulators[texel] = 0u;
97
92
 
98
93
  // contract 2: the encoding is monotone, so the minimum of the bytes is the byte of the minimum
99
94
  word = (word & ~(0xffu << shift)) | (min(staged, byte) << shift);
100
95
 
101
- let o = x / 2u;
102
-
103
- staged_min[o] = min(staged_min[o], staged);
96
+ // contract 8: where the batches lowered the byte, their row is the texel's surface; ties keep the staged row
97
+ if (byte < staged) {
98
+ brick_staging[build * BRICK_STAGING_WORDS + BRICK_STAGING_SURFACE_WORDS + t] = brick_object_key_row(key);
99
+ }
104
100
  }
105
101
 
106
102
  brick_staging[first + w] = word;
107
103
  }
108
-
109
- // contract 3, per object cell: its four lanes each fold in their staged texels, and the last decides
110
- for (var o = 0u; o < ${BRICK_OBJECT_CELLS_PER_AXIS}u; o++) {
111
- let object = o + ${BRICK_OBJECT_CELLS_PER_AXIS}u * ((y / 2u) + ${BRICK_OBJECT_CELLS_PER_AXIS}u * (z / 2u));
112
-
113
- atomicMax(&object_staged[object], 255u - staged_min[o]);
114
-
115
- if (atomicAdd(&object_lanes[object], 1u) != 3u) {
116
- continue;
117
- }
118
-
119
- let key = mesh_brick_accumulators[accumulator + MESH_BRICK_ACCUMULATOR_OBJECTS + object];
120
-
121
- mesh_brick_accumulators[accumulator + MESH_BRICK_ACCUMULATOR_OBJECTS + object] = 0u;
122
-
123
- // a bid is never 0: only a byte below 255 bids. Ties keep the staged object
124
- if (key != 0u && brick_object_key_byte(key) < 255u - atomicLoad(&object_staged[object])) {
125
- brick_staging[build * BRICK_STAGING_WORDS + BRICK_STAGING_DISTANCE_WORDS + object] = brick_object_key_row(key);
126
- }
127
- }
128
104
  }
129
105
  `, [
130
106
  chunk_brick_clipmap,
@@ -1,7 +1,7 @@
1
1
  /**
2
2
  * Clear (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.5): a thread a staging word of the frame's taken
3
3
  * cells, dispatched by take. A distance word becomes four bytes of 255, `+R`, the far side of every
4
- * provider's minimum; an object word becomes 0, no row.
4
+ * provider's minimum; every other word, the retry word and the surface rows, becomes 0.
5
5
  *
6
6
  * @type {ComputeShader}
7
7
  */
@@ -14,7 +14,7 @@ resources.createGroup()
14
14
  /**
15
15
  * Clear (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.5): a thread a staging word of the frame's taken
16
16
  * cells, dispatched by take. A distance word becomes four bytes of 255, `+R`, the far side of every
17
- * provider's minimum; an object word becomes 0, no row.
17
+ * provider's minimum; every other word, the retry word and the surface rows, becomes 0.
18
18
  *
19
19
  * @type {ComputeShader}
20
20
  */
@@ -9,8 +9,7 @@ export const BRICK_STORE_SETTINGS: WebGPUStruct;
9
9
  * A cell free marked pops a slot: lane 0 pops it and writes the entry, and the slot reaches the other
10
10
  * lanes through the workgroup. Take held the frame to the free slots, so the pop is never refused. A
11
11
  * cell that holds a slot, its own or the one just popped, has its 512 staged bytes written into the
12
- * slot's atlas tile and its 64 objects into the slot's object cells; a cell free made EMPTY writes
13
- * nothing.
12
+ * slot's atlas tile; a cell free made EMPTY writes nothing.
14
13
  *
15
14
  * @type {ComputeShader}
16
15
  */
@@ -1 +1 @@
1
- {"version":3,"file":"shader_brick_clipmap_store.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/brick/shader_brick_clipmap_store.js"],"names":[],"mappings":"AAoBA;;GAEG;AACH,mCAFU,YAAY,CASG;AAgBzB;;;;;;;;;;;GAWG;AACH,yCAFU,aAAa,CAsEpB;6BAtH0B,sCAAsC;8BAJrC,kCAAkC"}
1
+ {"version":3,"file":"shader_brick_clipmap_store.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/brick/shader_brick_clipmap_store.js"],"names":[],"mappings":"AAoBA;;GAEG;AACH,mCAFU,YAAY,CASG;AAezB;;;;;;;;;;GAUG;AACH,yCAFU,aAAa,CAoEpB;6BAlH0B,sCAAsC;8BAJrC,kCAAkC"}
@@ -26,7 +26,7 @@ export const BRICK_STORE_SETTINGS = WebGPUStruct.from({
26
26
  ring_capacity: u32,
27
27
  /** cells a cascade's window has a side */
28
28
  resolution: u32,
29
- /** slots the atlas and the object cells hold: what bounds a pop */
29
+ /** slots the atlas holds: what bounds a pop */
30
30
  capacity: u32,
31
31
  }, "BrickStoreSettings");
32
32
 
@@ -40,7 +40,6 @@ resources.createGroup()
40
40
  .add(BRICK_RING_RESOURCE)
41
41
  .add(BRICK_FREE_RESOURCE)
42
42
  .add(BRICK_STAGING_RESOURCE)
43
- .addStorageBuffer("brick_objects", WebGPUArray.u32, true)
44
43
  .addStorageTexture("brick_map", "r32uint", "3d", "read-write")
45
44
  .addStorageTexture("brick_atlas_store", "r8unorm", "3d", "write-only");
46
45
 
@@ -51,8 +50,7 @@ resources.createGroup()
51
50
  * A cell free marked pops a slot: lane 0 pops it and writes the entry, and the slot reaches the other
52
51
  * lanes through the workgroup. Take held the frame to the free slots, so the pop is never refused. A
53
52
  * cell that holds a slot, its own or the one just popped, has its 512 staged bytes written into the
54
- * slot's atlas tile and its 64 objects into the slot's object cells; a cell free made EMPTY writes
55
- * nothing.
53
+ * slot's atlas tile; a cell free made EMPTY writes nothing.
56
54
  *
57
55
  * @type {ComputeShader}
58
56
  */
@@ -115,8 +113,6 @@ fn main(
115
113
  textureStore(brick_atlas_store, row + vec3<u32>(4u * w + b, 0u, 0u), vec4<f32>(f32(byte) / 255.0, 0.0, 0.0, 0.0));
116
114
  }
117
115
  }
118
-
119
- brick_objects[slot * BRICK_OBJECT_CELLS + lane] = brick_staging[build * BRICK_STAGING_WORDS + BRICK_STAGING_DISTANCE_WORDS + lane];
120
116
  }
121
117
  `, [
122
118
  chunk_brick_clipmap,
@@ -9,8 +9,8 @@ export const BRICK_TAKE_SETTINGS: WebGPUStruct;
9
9
  * host grows the capacity, as the mesh bake does (§6.4).
10
10
  *
11
11
  * Build slot `b` is taken key `b`, at ring position `taken_first + b`. Writes them, and the frame's
12
- * two dispatches, folded past the per-dimension limit, into `brick_take`: a workgroup a taken cell,
13
- * and a thread a staging word of the taken cells.
12
+ * three dispatches, folded past the per-dimension limit, into `brick_take`: a workgroup a taken cell,
13
+ * a thread a staging word of the taken cells, and a thread a texel of them.
14
14
  *
15
15
  * @type {ComputeShader}
16
16
  */
@@ -1 +1 @@
1
- {"version":3,"file":"shader_brick_clipmap_take.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/brick/shader_brick_clipmap_take.js"],"names":[],"mappings":"AAUA;;GAEG;AACH,kCAFU,YAAY,CAKE;AAUxB;;;;;;;;;;;GAWG;AACH,wCAFU,aAAa,CA4CpB;6BAzE0B,sCAAsC;8BAJrC,kCAAkC"}
1
+ {"version":3,"file":"shader_brick_clipmap_take.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/brick/shader_brick_clipmap_take.js"],"names":[],"mappings":"AAYA;;GAEG;AACH,kCAFU,YAAY,CAKE;AAUxB;;;;;;;;;;;GAWG;AACH,wCAFU,aAAa,CA6CpB;6BA3E0B,sCAAsC;8BAJrC,kCAAkC"}
@@ -1,3 +1,4 @@
1
+ import { MESH_SDF_BRICK_TEXELS } from "../../../geometry/sdf/MESH_SDF.js";
1
2
  import { chunk_folded_dispatch } from "../../../gpu_primitive/indirect/chunk_folded_dispatch.js";
2
3
  import { chunk_divide_round_up_u32 } from "../../../shader/chunk/math/chunk_divide_round_up_u32.js";
3
4
  import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
@@ -6,6 +7,7 @@ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderReso
6
7
  import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
7
8
  import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
8
9
  import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
10
+ import { BRICK_THREAD_WORKGROUP_SIZE } from "./BRICK_CLIPMAP.js";
9
11
  import { BRICK_STATE_RESOURCE, chunk_brick_clipmap } from "./chunk_brick_clipmap.js";
10
12
 
11
13
  /**
@@ -31,8 +33,8 @@ resources.createGroup()
31
33
  * host grows the capacity, as the mesh bake does (§6.4).
32
34
  *
33
35
  * Build slot `b` is taken key `b`, at ring position `taken_first + b`. Writes them, and the frame's
34
- * two dispatches, folded past the per-dimension limit, into `brick_take`: a workgroup a taken cell,
35
- * and a thread a staging word of the taken cells.
36
+ * three dispatches, folded past the per-dimension limit, into `brick_take`: a workgroup a taken cell,
37
+ * a thread a staging word of the taken cells, and a thread a texel of them.
36
38
  *
37
39
  * @type {ComputeShader}
38
40
  */
@@ -72,6 +74,7 @@ fn main() {
72
74
 
73
75
  write_folded_dispatch(BRICK_TAKE_CELL_DISPATCH, taken);
74
76
  write_folded_dispatch(BRICK_TAKE_WORD_DISPATCH, divide_round_up_u32(taken * BRICK_STAGING_WORDS, BRICK_THREAD_WORKGROUP_SIZE));
77
+ write_folded_dispatch(BRICK_TAKE_TEXEL_DISPATCH, taken * ${MESH_SDF_BRICK_TEXELS ** 3 / BRICK_THREAD_WORKGROUP_SIZE}u);
75
78
  }
76
79
  `, [
77
80
  chunk_brick_clipmap,
@@ -5,7 +5,11 @@ export type ProbeClipmapDebugView = number;
5
5
  export namespace ProbeClipmapDebugView {
6
6
  let None: number;
7
7
  let MeshSDF: number;
8
- let MeshCards: number;
8
+ let MeshSurfaces: number;
9
9
  let BrickClipmap: number;
10
+ let IndirectDiffuse: number;
11
+ let IndirectSpecular: number;
12
+ let BrickMaterial: number;
13
+ let BrickMetalRough: number;
10
14
  }
11
15
  //# sourceMappingURL=ProbeClipmapDebugView.d.ts.map
@@ -9,8 +9,22 @@ export const ProbeClipmapDebugView = {
9
9
  None: 0,
10
10
  /** the scene as its geometry caches have it: camera rays marched through every mesh's sparse field */
11
11
  MeshSDF: 1,
12
- /** the same hits, each shown as its row's cards see it: diffuse albedo plus emissive */
13
- MeshCards: 2,
12
+ /** the same hits, each shown as its row's Model Surface Cache holds it: diffuse albedo plus emissive */
13
+ MeshSurfaces: 2,
14
14
  /** the scene as the probe clipmap's rays see it: camera rays traced through the brick clipmap */
15
15
  BrickClipmap: 3,
16
+ /**
17
+ * the light the probe clipmap's indirect diffuse is made of: the probes' irradiance at the bent normal over π, what
18
+ * a white Lambertian surface would send back, before the surface's albedo, metalness and occlusion
19
+ */
20
+ IndirectDiffuse: 4,
21
+ /**
22
+ * the light the probe clipmap's indirect specular is made of: the probes' radiance along the surface's lobe, at
23
+ * its roughness, before its reflectance and occlusion
24
+ */
25
+ IndirectSpecular: 5,
26
+ /** the scene as the probes' rays read its material, the brick material: diffuse albedo plus emissive */
27
+ BrickMaterial: 6,
28
+ /** the same hits' metalness in red and roughness in green */
29
+ BrickMetalRough: 7,
16
30
  };
@@ -0,0 +1,45 @@
1
+ /**
2
+ * @param {Object} options
3
+ * @param {FrameGraph} options.graph
4
+ * @param {GPUViewContext} options.view
5
+ * @param {number[]} options.resolution
6
+ * @param {GPUBrickClipmap} options.brick_clipmap built this frame, before this pass
7
+ * @param {{write_bindings: function(Object): Object}} options.material what binds the brick material's planes
8
+ * @param {ProbeClipmapDebugBrickMaterialChannel} options.channel
9
+ * @returns {number} graph handle of the `rgba8unorm` image
10
+ */
11
+ export function graph_probe_clipmap_debug_brick_material({ graph, view, resolution, brick_clipmap, material, channel }: {
12
+ graph: FrameGraph;
13
+ view: GPUViewContext;
14
+ resolution: number[];
15
+ brick_clipmap: GPUBrickClipmap;
16
+ material: {
17
+ write_bindings: (arg0: any) => any;
18
+ };
19
+ channel: ProbeClipmapDebugBrickMaterialChannel;
20
+ }): number;
21
+ /**
22
+ * What {@link graph_probe_clipmap_debug_brick_material } shows of each hit.
23
+ */
24
+ export type ProbeClipmapDebugBrickMaterialChannel = number;
25
+ export namespace ProbeClipmapDebugBrickMaterialChannel {
26
+ let Albedo: number;
27
+ let MetalRough: number;
28
+ }
29
+ /**
30
+ * The view's scene as the probes' rays read its material: each pixel's camera ray traced through the
31
+ * brick clipmap as {@link ProbeClipmapDebugView.BrickClipmap} traces it, and the hit's material read as
32
+ * the shade reads a probe ray's (`probe_clipmap_hit_material`), from the brick material: its diffuse
33
+ * albedo plus emissive, or its metalness and roughness.
34
+ *
35
+ * Dark red is a hit whose source does not know its surface, black to the probes; dark blue a back
36
+ * face, which they count and do not shade; magenta a ray whose steps ran out.
37
+ *
38
+ * @type {ImageShader}
39
+ */
40
+ export const shader_probe_clipmap_debug_brick_material: ImageShader;
41
+ export type FrameGraph = import("../../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
42
+ export type GPUViewContext = import("../../../view/GPUViewContext.js").GPUViewContext;
43
+ export type GPUBrickClipmap = import("../brick/GPUBrickClipmap.js").GPUBrickClipmap;
44
+ import { ImageShader } from "../../../shader/ImageShader.js";
45
+ //# sourceMappingURL=graph_probe_clipmap_debug_brick_material.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"graph_probe_clipmap_debug_brick_material.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_brick_material.js"],"names":[],"mappings":"AAsJA;;;;;;;;;GASG;AACH;IAR+B,KAAK,EAAzB,UAAU;IACc,IAAI,EAA5B,cAAc;IACI,UAAU,EAA5B,MAAM,EAAE;IACiB,aAAa,EAAtC,eAAe;IACqC,QAAQ,EAA5D;QAAC,cAAc,qBAA0B;KAAC;IACK,OAAO,EAAtD,qCAAqC;IACnC,MAAM,CAiDlB;;;;oDAtKS,MAAM;;;;;AAuFhB;;;;;;;;;;GAUG;AACH,wDAFU,WAAW,CAWlB;yBA1HU,OAAO,iEAAiE,EAAE,UAAU;6BACpF,OAAO,iCAAiC,EAAE,cAAc;8BACxD,OAAO,6BAA6B,EAAE,eAAe;4BAvBtC,gCAAgC"}