@woosh/meep-engine 3.61.2 → 3.62.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (645) hide show
  1. package/CHANGELOG.md +111 -0
  2. package/package.json +1 -1
  3. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -1
  4. package/src/engine/graphics3/PickingSystem.js +415 -413
  5. package/src/engine/graphics3/decal/GPUDecalRenderer.d.ts.map +1 -1
  6. package/src/engine/graphics3/decal/GPUDecalRenderer.js +2 -1
  7. package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
  8. package/src/engine/graphics3/decal/shader_decal_composite.js +26 -16
  9. package/src/engine/graphics3/decal/shader_decal_tile_copy.d.ts.map +1 -1
  10. package/src/engine/graphics3/decal/shader_decal_tile_copy.js +6 -11
  11. package/src/engine/graphics3/highlight/GPUHighlightRenderer.d.ts.map +1 -1
  12. package/src/engine/graphics3/highlight/GPUHighlightRenderer.js +6 -2
  13. package/src/engine/graphics3/highlight/shader_highlight_outline.d.ts.map +1 -1
  14. package/src/engine/graphics3/highlight/shader_highlight_outline.js +167 -150
  15. package/src/engine/graphics3/shader_picking_gather.d.ts.map +1 -1
  16. package/src/engine/graphics3/shader_picking_gather.js +133 -120
  17. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  18. package/src/shade/device/mock/SoftwareGPUTexture.d.ts.map +1 -1
  19. package/src/shade/device/mock/SoftwareGPUTexture.js +11 -0
  20. package/src/shade/device/pipeline/rp_validate_and_rewrite_for_color_attachments.js +1 -1
  21. package/src/shade/playground/contact_shadows/ContactShadowLab.js +6 -6
  22. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.d.ts.map +1 -1
  23. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.js +6 -4
  24. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.d.ts.map +1 -1
  25. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.js +6 -4
  26. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.d.ts.map +1 -1
  27. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.js +6 -4
  28. package/src/shade/playground/probe_clipmap/README.md +3 -4
  29. package/src/shade/playground/probe_clipmap/index.html +5 -13
  30. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
  31. package/src/shade/playground/probe_clipmap/main.js +0 -5
  32. package/src/shade/playground/probe_clipmap_box/README.md +1 -1
  33. package/src/shade/playground/probe_clipmap_box/index.html +1 -1
  34. package/src/shade/playground/ssr_reprojection/SpatialFilterProbe.js +1 -1
  35. package/src/shade/playground/ssr_variance/capture.js +1 -1
  36. package/src/shade/renderer/Renderer.d.ts +2 -2
  37. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  38. package/src/shade/renderer/Renderer.js +90 -64
  39. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.d.ts.map +1 -1
  40. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.js +3 -1
  41. package/src/shade/renderer/deferred/chunk_ss_trace_contact_shadow_soft.d.ts.map +1 -1
  42. package/src/shade/renderer/deferred/chunk_ss_trace_contact_shadow_soft.js +5 -4
  43. package/src/shade/renderer/deferred/shader_deferred_main.d.ts.map +1 -1
  44. package/src/shade/renderer/deferred/shader_deferred_main.js +6 -4
  45. package/src/shade/renderer/extension/GBufferTextures.d.ts +5 -1
  46. package/src/shade/renderer/extension/GBufferTextures.d.ts.map +1 -1
  47. package/src/shade/renderer/extension/GBufferTextures.js +5 -1
  48. package/src/shade/renderer/extension/ViewTextures.d.ts +11 -7
  49. package/src/shade/renderer/extension/ViewTextures.d.ts.map +1 -1
  50. package/src/shade/renderer/extension/ViewTextures.js +17 -13
  51. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  52. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  53. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
  54. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  55. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  56. package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.d.ts +2 -0
  57. package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.d.ts.map +1 -1
  58. package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.js +2 -0
  59. package/src/shade/renderer/gbuffer/G_BUFFER_COLOR_TARGETS.d.ts.map +1 -1
  60. package/src/shade/renderer/gbuffer/G_BUFFER_COLOR_TARGETS.js +8 -5
  61. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.d.ts +10 -0
  62. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.d.ts.map +1 -0
  63. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.js +54 -0
  64. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +85 -36
  65. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  66. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +813 -412
  67. package/src/shade/renderer/geometry/sdf/MESH_SDF.d.ts +7 -0
  68. package/src/shade/renderer/geometry/sdf/MESH_SDF.d.ts.map +1 -1
  69. package/src/shade/renderer/geometry/sdf/MESH_SDF.js +8 -0
  70. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.d.ts +14 -0
  71. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.d.ts.map +1 -0
  72. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.js +35 -0
  73. package/src/shade/renderer/geometry/sdf/MESH_SDF_STRUCT.d.ts.map +1 -1
  74. package/src/shade/renderer/geometry/sdf/MESH_SDF_STRUCT.js +0 -4
  75. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.d.ts +55 -10
  76. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.d.ts.map +1 -1
  77. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.js +86 -16
  78. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.d.ts +2 -2
  79. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.d.ts.map +1 -1
  80. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.js +28 -2
  81. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.d.ts +54 -0
  82. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.d.ts.map +1 -0
  83. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.js +146 -0
  84. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts +1 -1
  85. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts.map +1 -1
  86. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.js +2 -1
  87. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.d.ts +18 -0
  88. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.d.ts.map +1 -0
  89. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.js +66 -0
  90. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.d.ts +17 -0
  91. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.d.ts.map +1 -0
  92. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.js +66 -0
  93. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts +5 -3
  94. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts.map +1 -1
  95. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.js +15 -14
  96. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.d.ts +2 -1
  97. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.d.ts.map +1 -1
  98. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.js +12 -3
  99. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.d.ts +21 -0
  100. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.d.ts.map +1 -0
  101. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.js +84 -0
  102. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.d.ts +53 -0
  103. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.d.ts.map +1 -0
  104. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.js +343 -0
  105. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.d.ts +3 -3
  106. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.d.ts.map +1 -1
  107. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.js +9 -5
  108. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.d.ts +2 -2
  109. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.d.ts.map +1 -1
  110. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.js +3 -2
  111. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.d.ts +69 -0
  112. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.d.ts.map +1 -0
  113. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.js +294 -0
  114. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.d.ts +16 -0
  115. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.d.ts.map +1 -0
  116. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.js +36 -0
  117. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts +126 -0
  118. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts.map +1 -0
  119. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.js +148 -0
  120. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.d.ts +10 -0
  121. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.d.ts.map +1 -0
  122. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.js +140 -0
  123. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.d.ts +8 -0
  124. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.d.ts.map +1 -0
  125. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.js +76 -0
  126. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.d.ts +9 -0
  127. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.d.ts.map +1 -1
  128. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.js +23 -0
  129. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.d.ts +13 -0
  130. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.d.ts.map +1 -0
  131. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.js +23 -0
  132. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts +7 -5
  133. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts.map +1 -1
  134. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.js +29 -16
  135. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.d.ts +262 -0
  136. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.d.ts.map +1 -0
  137. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.js +1819 -0
  138. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.d.ts +118 -0
  139. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.d.ts.map +1 -0
  140. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.js +204 -0
  141. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.d.ts +66 -0
  142. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.d.ts.map +1 -0
  143. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.js +103 -0
  144. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.d.ts +19 -0
  145. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.d.ts.map +1 -0
  146. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.js +23 -0
  147. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.d.ts +15 -0
  148. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.d.ts.map +1 -0
  149. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.js +70 -0
  150. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.d.ts +13 -0
  151. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.d.ts.map +1 -0
  152. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.js +35 -0
  153. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.d.ts +32 -0
  154. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.d.ts.map +1 -0
  155. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.js +111 -0
  156. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.d.ts +17 -0
  157. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.d.ts.map +1 -0
  158. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.js +49 -0
  159. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.d.ts +13 -0
  160. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.d.ts.map +1 -0
  161. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.js +35 -0
  162. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.d.ts +24 -0
  163. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.d.ts.map +1 -0
  164. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.js +169 -0
  165. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.d.ts +19 -0
  166. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.d.ts.map +1 -0
  167. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.js +49 -0
  168. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.d.ts +19 -0
  169. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.d.ts.map +1 -0
  170. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.js +67 -0
  171. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.d.ts +78 -0
  172. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.d.ts.map +1 -0
  173. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.js +320 -0
  174. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.d.ts +15 -0
  175. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.d.ts.map +1 -0
  176. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.js +48 -0
  177. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.d.ts +51 -0
  178. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.d.ts.map +1 -0
  179. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.js +109 -0
  180. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.d.ts +11 -0
  181. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.d.ts.map +1 -0
  182. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.js +51 -0
  183. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.d.ts +26 -0
  184. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.d.ts.map +1 -0
  185. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.js +453 -0
  186. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.d.ts +12 -0
  187. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.d.ts.map +1 -0
  188. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.js +99 -0
  189. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.d.ts +22 -0
  190. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.d.ts.map +1 -0
  191. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.js +140 -0
  192. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts +32 -0
  193. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts.map +1 -0
  194. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.js +261 -0
  195. package/src/shade/renderer/geometry/virtual/runtime/VirtualGeometry.d.ts +2 -2
  196. package/src/shade/renderer/geometry/virtual/runtime/VirtualGeometry.js +2 -2
  197. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts +9 -3
  198. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts.map +1 -1
  199. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.js +40 -32
  200. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.d.ts.map +1 -1
  201. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.js +14 -15
  202. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts +6 -6
  203. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.js +7 -7
  204. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_debug_draw.d.ts.map +1 -1
  205. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_debug_draw.js +7 -3
  206. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_diffuse.js +1 -1
  207. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.d.ts.map +1 -1
  208. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.js +5 -3
  209. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_specular.d.ts.map +1 -1
  210. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_specular.js +1 -3
  211. package/src/shade/renderer/global_illumination/ibl/shader_diffuse_IBL.js +1 -1
  212. package/src/shade/renderer/global_illumination/ibl/shader_specular_IBL.js +2 -2
  213. package/src/shade/renderer/global_illumination/lpv/shader_diffuse_LPV.js +1 -1
  214. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts +15 -7
  215. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
  216. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +82 -17
  217. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts +26 -19
  218. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts.map +1 -1
  219. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.js +226 -148
  220. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts +25 -52
  221. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts.map +1 -1
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  634. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.js +0 -113
  635. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.d.ts +0 -30
  636. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.d.ts.map +0 -1
  637. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.js +0 -146
  638. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_cards.d.ts +0 -34
  639. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_cards.d.ts.map +0 -1
  640. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts +0 -31
  641. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts.map +0 -1
  642. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.js +0 -82
  643. package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.d.ts +0 -3
  644. package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.d.ts.map +0 -1
  645. package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.js +0 -104
@@ -0,0 +1,193 @@
1
+ import { assert } from "../../../../../core/assert.js";
2
+ import { MESH_SDF_BRICK_TEXELS } from "../../../geometry/sdf/MESH_SDF.js";
3
+ import {
4
+ SURFACE_MATERIAL_ALBEDO_PLANE,
5
+ SURFACE_MATERIAL_EMISSIVE_PLANE,
6
+ SURFACE_MATERIAL_FORMATS,
7
+ SURFACE_MATERIAL_METAL_ROUGH_PLANE
8
+ } from "../../../geometry/sdf/surface/SURFACE_MATERIAL.js";
9
+ import { GPUTileAtlas3D } from "../../../texture/atlas/GPUTileAtlas3D.js";
10
+ import { BRICK_TAKE_TEXEL_DISPATCH } from "../brick/BRICK_CLIPMAP.js";
11
+ import { shader_brick_material_gather } from "./shader_brick_material_gather.js";
12
+
13
+ /**
14
+ * @typedef {import("../../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} FrameGraph
15
+ * @typedef {import("../brick/GPUBrickClipmap.js").BrickProviderContext} BrickProviderContext
16
+ */
17
+
18
+ /**
19
+ * Tiles of the material atlas along x and y; it grows in layers of these, as the brick atlas does.
20
+ * @type {number}
21
+ */
22
+ const BRICK_MATERIAL_SLOTS_XY = 16;
23
+
24
+ /**
25
+ * The brick clipmap's surface material (`chunk_brick_material.js`): a texel of material a texel of
26
+ * every brick, gathered from the Model Surface Caches of the surfaces the brick's texels hold when the
27
+ * brick is built.
28
+ *
29
+ * **Storage**: a {@link GPUTileAtlas3D} of the planes `SURFACE_MATERIAL_FORMATS` lists, 8³ a tile, a tile
30
+ * for each of the brick clipmap's slots, at the slot's index: it reserves the clipmap's capacity at
31
+ * every build, so it grows when the clipmap does. Readers bind its planes through
32
+ * {@link write_bindings}.
33
+ *
34
+ * **A frame**: the brick clipmap runs it after its store ({@link graph_write_material}), over the
35
+ * cells the frame took: the gather (`shader_brick_material_gather`) clears their texels and gives each
36
+ * that holds a surface the material of that surface's cache, through {@link surface_rows}. It reads the
37
+ * caches, the fields and the transforms the mesh provider read: no ray, no BLAS, no material table.
38
+ *
39
+ * A cell that is not rebuilt keeps its material: a cache baked again reaches the bricks through its
40
+ * rows being invalidated (`ProbeClipmapSceneHolds`).
41
+ */
42
+ export class GPUBrickMaterial {
43
+ /** @type {GPUDevice} */
44
+ #device;
45
+
46
+ /** @type {GPUTileAtlas3D} */
47
+ #atlas;
48
+
49
+ /** @type {BrickProviderContext|null} */
50
+ #context = null;
51
+
52
+ #data = { take: -1, staging: -1, state: -1 };
53
+
54
+ #settings = { ring_capacity: 0, resolution: 0 };
55
+
56
+ #bindings = {};
57
+
58
+ #destroyed = false;
59
+
60
+ /**
61
+ * The row → Model Surface Cache table the gather finds a texel's cache in, a word a `meshes` row
62
+ * (`ProbeClipmapSceneHolds#surface_rows_buffer`). Replaced when it grows: set it each frame.
63
+ * @type {GPUBuffer|null}
64
+ */
65
+ surface_rows = null;
66
+
67
+ /**
68
+ * @param {GPUDevice} device
69
+ * @param {object} options
70
+ * @param {number} options.capacity slots to start with: the brick clipmap's
71
+ */
72
+ constructor(device, { capacity }) {
73
+ assert.defined(device, 'device');
74
+ assert.isPositiveInteger(capacity, 'capacity');
75
+
76
+ this.#device = device;
77
+
78
+ this.#atlas = new GPUTileAtlas3D({
79
+ device,
80
+ formats: [...SURFACE_MATERIAL_FORMATS],
81
+ content_size: [MESH_SDF_BRICK_TEXELS, MESH_SDF_BRICK_TEXELS, MESH_SDF_BRICK_TEXELS],
82
+ border: 0,
83
+ slots_x: BRICK_MATERIAL_SLOTS_XY,
84
+ slots_y: BRICK_MATERIAL_SLOTS_XY,
85
+ capacity,
86
+ // loaded by the hits' readers, stored into by the gather
87
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.STORAGE_BINDING,
88
+ label: 'Probe clipmap / brick material',
89
+ });
90
+
91
+ this.#atlas.reserve(capacity);
92
+ }
93
+
94
+ /**
95
+ * @returns {GPUTileAtlas3D}
96
+ */
97
+ get atlas() {
98
+ return this.#atlas;
99
+ }
100
+
101
+ /**
102
+ * Put what the material's readers (`chunk_brick_material.js`) take into their bindings, under the
103
+ * names they take. The planes are replaced when the capacity grows: take them each frame.
104
+ *
105
+ * @param {Object} bindings
106
+ * @returns {Object} bindings
107
+ */
108
+ write_bindings(bindings) {
109
+ bindings.brick_material_albedo_codes = this.#atlas.texture_at(SURFACE_MATERIAL_ALBEDO_PLANE).obtainView();
110
+ bindings.brick_material_metal_rough_codes = this.#atlas.texture_at(SURFACE_MATERIAL_METAL_ROUGH_PLANE).obtainView();
111
+ bindings.brick_material_emissive_codes = this.#atlas.texture_at(SURFACE_MATERIAL_EMISSIVE_PLANE).obtainView();
112
+
113
+ return bindings;
114
+ }
115
+
116
+ /**
117
+ * Record the gather of the frame's taken cells, after the brick clipmap's store: `GPUBrickClipmap`
118
+ * calls it from its build with the build's context, the store's state handle in it, and its handle
119
+ * is replaced with this pass's, which the bricks' readers come after.
120
+ *
121
+ * @param {FrameGraph} graph
122
+ * @param {BrickProviderContext} context
123
+ */
124
+ graph_write_material(graph, context) {
125
+ assert.notOk(this.#destroyed, 'destroyed');
126
+ assert.defined(context.clipmap, 'context.clipmap');
127
+ assert.defined(context.scene, 'context.scene');
128
+ assert.notNull(this.surface_rows, 'surface_rows');
129
+
130
+ // a tile for each of the clipmap's slots, however it has grown
131
+ this.#atlas.reserve(context.clipmap.capacity);
132
+
133
+ const data = this.#data;
134
+ const pass = graph.add("Brick Clipmap Material", data, this.#execute);
135
+
136
+ data.take = pass.read(context.take);
137
+ data.staging = pass.read(context.staging);
138
+ data.state = pass.write(context.state);
139
+
140
+ pass.make_side_effect();
141
+
142
+ context.state = data.state;
143
+
144
+ this.#context = context;
145
+ }
146
+
147
+ #execute = (data, resources, context) => {
148
+ const frame = this.#context;
149
+ const scene = frame.scene;
150
+ const sdf = scene.geometries.sdf;
151
+ const b = this.#bindings;
152
+
153
+ const take = resources.get(data.take);
154
+
155
+ frame.clipmap.write_bindings(b);
156
+ sdf.write_bindings(b);
157
+ sdf.surfaces.write_bindings(b);
158
+
159
+ b.brick_take = take;
160
+ b.brick_ring = frame.ring;
161
+ b.brick_staging = resources.get(data.staging);
162
+ b.brick_material_albedo_store = this.#atlas.texture_at(SURFACE_MATERIAL_ALBEDO_PLANE).obtainView();
163
+ b.brick_material_metal_rough_store = this.#atlas.texture_at(SURFACE_MATERIAL_METAL_ROUGH_PLANE).obtainView();
164
+ b.brick_material_emissive_store = this.#atlas.texture_at(SURFACE_MATERIAL_EMISSIVE_PLANE).obtainView();
165
+
166
+ // the instances the mesh provider read, and the row → cache table
167
+ b.scene_database = scene.scene_database_buffer;
168
+ b.mesh_surface_rows = this.surface_rows;
169
+
170
+ const settings = this.#settings;
171
+
172
+ settings.ring_capacity = frame.ring_capacity;
173
+ settings.resolution = frame.resolution;
174
+ b.settings = settings;
175
+
176
+ shader_brick_material_gather.dispatchIndirect({
177
+ encoder: context.encoder,
178
+ bindings: b,
179
+ command: take,
180
+ command_offset: 4 * BRICK_TAKE_TEXEL_DISPATCH,
181
+ });
182
+ };
183
+
184
+ destroy() {
185
+ if (this.#destroyed) {
186
+ return;
187
+ }
188
+
189
+ this.#destroyed = true;
190
+
191
+ this.#atlas.destroy();
192
+ }
193
+ }
@@ -0,0 +1,67 @@
1
+ /**
2
+ * @type {ShaderResourceDescriptor}
3
+ */
4
+ export const BRICK_MATERIAL_ALBEDO_RESOURCE: ShaderResourceDescriptor;
5
+ /**
6
+ * @type {ShaderResourceDescriptor}
7
+ */
8
+ export const BRICK_MATERIAL_METAL_ROUGH_RESOURCE: ShaderResourceDescriptor;
9
+ /**
10
+ * @type {ShaderResourceDescriptor}
11
+ */
12
+ export const BRICK_MATERIAL_EMISSIVE_RESOURCE: ShaderResourceDescriptor;
13
+ /**
14
+ * Where a reader stands among a slot's material texels, and which of them hold the surface it is on
15
+ * (`surface_material_corners`), the albedo plane saying which hold a material
16
+ * (`surface_material_present`):
17
+ *
18
+ * ```wgsl
19
+ * fn brick_material_tile(slot: u32) -> vec3<u32>
20
+ * fn brick_material_corners(slot: u32, local: vec3<f32>, normal: vec3<f32>) -> SurfaceMaterialCorners
21
+ * ```
22
+ *
23
+ * `brick_material_tile` is the slot's tile's origin in the planes. `local` is a point by the surface in
24
+ * voxels from the cell's corner, a hit's position, and `normal` the field's normal there. Surfaces
25
+ * within {@link BRICK_TRACE_HIT_VOXELS} of each other are one: a ray stands on a surface from anywhere
26
+ * that far out of it, so it cannot tell closer ones apart.
27
+ *
28
+ * @type {CodeChunk}
29
+ */
30
+ export const chunk_brick_material_corners: CodeChunk;
31
+ /**
32
+ * What a hit's light takes from the brick material, its diffuse albedo and its emissive
33
+ * (`surface_material_surface`):
34
+ *
35
+ * ```wgsl
36
+ * fn brick_material_surface(slot: u32, local: vec3<f32>, normal: vec3<f32>) -> SurfaceMaterialSurface
37
+ * ```
38
+ *
39
+ * @type {CodeChunk}
40
+ */
41
+ export const chunk_brick_material_surface: CodeChunk;
42
+ /**
43
+ * What a hit's light takes from one texel of the brick material, drawn by `u` in [0, 1) in proportion
44
+ * to its weight in {@link chunk_brick_material_surface}'s blend (`surface_material_pick`): the blend on
45
+ * average, over the reads a probe's rays make:
46
+ *
47
+ * ```wgsl
48
+ * fn brick_material_surface_pick(slot: u32, local: vec3<f32>, normal: vec3<f32>, u: f32) -> SurfaceMaterialSurface
49
+ * ```
50
+ *
51
+ * @type {CodeChunk}
52
+ */
53
+ export const chunk_brick_material_surface_pick: CodeChunk;
54
+ /**
55
+ * A hit's metalness and roughness from the brick material (`surface_material_metal_rough`), over the
56
+ * texels {@link chunk_brick_material_surface} takes:
57
+ *
58
+ * ```wgsl
59
+ * fn brick_material_metal_rough(slot: u32, local: vec3<f32>, normal: vec3<f32>) -> SurfaceMaterialMetalRough
60
+ * ```
61
+ *
62
+ * @type {CodeChunk}
63
+ */
64
+ export const chunk_brick_material_metal_rough: CodeChunk;
65
+ import { ShaderResourceDescriptor } from "../../../shader/resource/ShaderResourceDescriptor.js";
66
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
67
+ //# sourceMappingURL=chunk_brick_material.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_brick_material.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/material/chunk_brick_material.js"],"names":[],"mappings":"AAgBA;;GAEG;AACH,6CAFU,wBAAwB,CAE0F;AAE5H;;GAEG;AACH,kDAFU,wBAAwB,CAEoG;AAEtI;;GAEG;AACH,+CAFU,wBAAwB,CAE8F;AAEhI;;;;;;;;;;;;;;;;GAgBG;AACH,2CAFU,SAAS,CAqBZ;AAIP;;;;;;;;;GASG;AACH,2CAFU,SAAS,CAWZ;AAIP;;;;;;;;;;GAUG;AACH,gDAFU,SAAS,CAaZ;AAIP;;;;;;;;;GASG;AACH,+CAFU,SAAS,CAWZ;yCArIkC,sDAAsD;0BADrE,uCAAuC"}
@@ -0,0 +1,142 @@
1
+ import { MESH_SDF_BRICK_TEXELS } from "../../../geometry/sdf/MESH_SDF.js";
2
+ import {
3
+ chunk_surface_material_pick,
4
+ chunk_surface_material_read
5
+ } from "../../../geometry/sdf/surface/chunk_surface_material_read.js";
6
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
7
+ import { ShaderResourceDescriptor } from "../../../shader/resource/ShaderResourceDescriptor.js";
8
+ import { chunk_tile_atlas_slot_origin } from "../../../texture/atlas/chunk_tile_atlas_slot_origin.js";
9
+ import { BRICK_TRACE_HIT_VOXELS, chunk_brick_clipmap_sample } from "../brick/chunk_brick_clipmap_trace.js";
10
+
11
+ /*
12
+ The material of the brick clipmap's surfaces: a tile of surface material texels (`SURFACE_MATERIAL.js`)
13
+ for every brick, on the lattice the slot's field uses, a texture a plane of `GPUBrickMaterial`'s atlas
14
+ whose slots are the brick atlas's.
15
+ */
16
+
17
+ /**
18
+ * @type {ShaderResourceDescriptor}
19
+ */
20
+ export const BRICK_MATERIAL_ALBEDO_RESOURCE = ShaderResourceDescriptor.texture("brick_material_albedo_codes", "uint", "3d");
21
+
22
+ /**
23
+ * @type {ShaderResourceDescriptor}
24
+ */
25
+ export const BRICK_MATERIAL_METAL_ROUGH_RESOURCE = ShaderResourceDescriptor.texture("brick_material_metal_rough_codes", "uint", "3d");
26
+
27
+ /**
28
+ * @type {ShaderResourceDescriptor}
29
+ */
30
+ export const BRICK_MATERIAL_EMISSIVE_RESOURCE = ShaderResourceDescriptor.texture("brick_material_emissive_codes", "uint", "3d");
31
+
32
+ /**
33
+ * Where a reader stands among a slot's material texels, and which of them hold the surface it is on
34
+ * (`surface_material_corners`), the albedo plane saying which hold a material
35
+ * (`surface_material_present`):
36
+ *
37
+ * ```wgsl
38
+ * fn brick_material_tile(slot: u32) -> vec3<u32>
39
+ * fn brick_material_corners(slot: u32, local: vec3<f32>, normal: vec3<f32>) -> SurfaceMaterialCorners
40
+ * ```
41
+ *
42
+ * `brick_material_tile` is the slot's tile's origin in the planes. `local` is a point by the surface in
43
+ * voxels from the cell's corner, a hit's position, and `normal` the field's normal there. Surfaces
44
+ * within {@link BRICK_TRACE_HIT_VOXELS} of each other are one: a ray stands on a surface from anywhere
45
+ * that far out of it, so it cannot tell closer ones apart.
46
+ *
47
+ * @type {CodeChunk}
48
+ */
49
+ export const chunk_brick_material_corners = CodeChunk.from(
50
+ //language=WGSL
51
+ `
52
+ fn brick_material_tile(slot: u32) -> vec3<u32> {
53
+ let t = ${MESH_SDF_BRICK_TEXELS}u;
54
+
55
+ return tile_atlas_slot_origin(slot, textureDimensions(brick_material_albedo_codes, 0).xy / t, vec3<u32>(t));
56
+ }
57
+
58
+ fn brick_material_corners(slot: u32, local: vec3<f32>, normal: vec3<f32>) -> SurfaceMaterialCorners {
59
+ let point = surface_material_point(local, brick_clipmap_sample(slot, local, 1.0), normal);
60
+ let present = surface_material_present(brick_material_albedo_codes, brick_material_tile(slot) + surface_material_base(point));
61
+
62
+ return surface_material_corners(brick_atlas, brick_clipmap_slot_texel(slot), point, present, normal, ${BRICK_TRACE_HIT_VOXELS});
63
+ }
64
+ `, [
65
+ chunk_surface_material_read,
66
+ chunk_brick_clipmap_sample,
67
+ chunk_tile_atlas_slot_origin,
68
+ ]);
69
+
70
+ chunk_brick_material_corners.requireResource(BRICK_MATERIAL_ALBEDO_RESOURCE);
71
+
72
+ /**
73
+ * What a hit's light takes from the brick material, its diffuse albedo and its emissive
74
+ * (`surface_material_surface`):
75
+ *
76
+ * ```wgsl
77
+ * fn brick_material_surface(slot: u32, local: vec3<f32>, normal: vec3<f32>) -> SurfaceMaterialSurface
78
+ * ```
79
+ *
80
+ * @type {CodeChunk}
81
+ */
82
+ export const chunk_brick_material_surface = CodeChunk.from(
83
+ //language=WGSL
84
+ `
85
+ fn brick_material_surface(slot: u32, local: vec3<f32>, normal: vec3<f32>) -> SurfaceMaterialSurface {
86
+ return surface_material_surface(brick_atlas, brick_material_albedo_codes, brick_material_emissive_codes, brick_material_tile(slot), brick_material_corners(slot, local, normal));
87
+ }
88
+ `, [
89
+ chunk_brick_material_corners,
90
+ chunk_surface_material_read,
91
+ ]);
92
+
93
+ chunk_brick_material_surface.requireResource(BRICK_MATERIAL_EMISSIVE_RESOURCE);
94
+
95
+ /**
96
+ * What a hit's light takes from one texel of the brick material, drawn by `u` in [0, 1) in proportion
97
+ * to its weight in {@link chunk_brick_material_surface}'s blend (`surface_material_pick`): the blend on
98
+ * average, over the reads a probe's rays make:
99
+ *
100
+ * ```wgsl
101
+ * fn brick_material_surface_pick(slot: u32, local: vec3<f32>, normal: vec3<f32>, u: f32) -> SurfaceMaterialSurface
102
+ * ```
103
+ *
104
+ * @type {CodeChunk}
105
+ */
106
+ export const chunk_brick_material_surface_pick = CodeChunk.from(
107
+ //language=WGSL
108
+ `
109
+ fn brick_material_surface_pick(slot: u32, local: vec3<f32>, normal: vec3<f32>, u: f32) -> SurfaceMaterialSurface {
110
+ let corners = brick_material_corners(slot, local, normal);
111
+
112
+ return surface_material_surface_at(brick_material_albedo_codes, brick_material_emissive_codes, brick_material_tile(slot), corners, surface_material_pick(brick_atlas, corners, u));
113
+ }
114
+ `, [
115
+ chunk_brick_material_corners,
116
+ chunk_surface_material_pick,
117
+ ]);
118
+
119
+ chunk_brick_material_surface_pick.requireResource(BRICK_MATERIAL_EMISSIVE_RESOURCE);
120
+
121
+ /**
122
+ * A hit's metalness and roughness from the brick material (`surface_material_metal_rough`), over the
123
+ * texels {@link chunk_brick_material_surface} takes:
124
+ *
125
+ * ```wgsl
126
+ * fn brick_material_metal_rough(slot: u32, local: vec3<f32>, normal: vec3<f32>) -> SurfaceMaterialMetalRough
127
+ * ```
128
+ *
129
+ * @type {CodeChunk}
130
+ */
131
+ export const chunk_brick_material_metal_rough = CodeChunk.from(
132
+ //language=WGSL
133
+ `
134
+ fn brick_material_metal_rough(slot: u32, local: vec3<f32>, normal: vec3<f32>) -> SurfaceMaterialMetalRough {
135
+ return surface_material_metal_rough(brick_atlas, brick_material_metal_rough_codes, brick_material_tile(slot), brick_material_corners(slot, local, normal));
136
+ }
137
+ `, [
138
+ chunk_brick_material_corners,
139
+ chunk_surface_material_read,
140
+ ]);
141
+
142
+ chunk_brick_material_metal_rough.requireResource(BRICK_MATERIAL_METAL_ROUGH_RESOURCE);
@@ -0,0 +1,32 @@
1
+ /**
2
+ * Texels of a brick: 8³.
3
+ * @type {number}
4
+ */
5
+ export const BRICK_MATERIAL_TEXELS: number;
6
+ /**
7
+ * A brick's texel from its index:
8
+ *
9
+ * ```wgsl
10
+ * fn brick_material_texel(index: u32) -> vec3<u32> // index t.x + 8 (t.y + 8 t.z)
11
+ * ```
12
+ *
13
+ * @type {CodeChunk}
14
+ */
15
+ export const chunk_brick_material_texel: CodeChunk;
16
+ /**
17
+ * The taken cell a thread of the texel dispatch works on:
18
+ *
19
+ * ```wgsl
20
+ * fn brick_material_cell_entry(build: u32, ring_capacity: u32, resolution: u32) -> BrickMaterialCellEntry
21
+ * ```
22
+ *
23
+ * Build slot `build`'s key, and its brick map entry as store left it: a slot, or a cell with none.
24
+ *
25
+ * Requires the importing shader to declare `brick_take`, `brick_ring` and `brick_levels`, as
26
+ * `chunk_brick_provider` does.
27
+ *
28
+ * @type {CodeChunk}
29
+ */
30
+ export const chunk_brick_material_cell: CodeChunk;
31
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
32
+ //# sourceMappingURL=chunk_brick_material_cell.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_brick_material_cell.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/material/chunk_brick_material_cell.js"],"names":[],"mappings":"AAMA;;;GAGG;AACH,oCAFU,MAAM,CAEgD;AAEhE;;;;;;;;GAQG;AACH,yCAFU,SAAS,CAQhB;AAEH;;;;;;;;;;;;;GAaG;AACH,wCAFU,SAAS,CA0BZ;0BAlEmB,uCAAuC"}
@@ -0,0 +1,70 @@
1
+ import { MESH_SDF_BRICK_TEXELS } from "../../../geometry/sdf/MESH_SDF.js";
2
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
3
+ import { chunk_brick_clipmap } from "../brick/chunk_brick_clipmap.js";
4
+ import { BRICK_MAP_TEXTURE_RESOURCE } from "../brick/chunk_brick_clipmap_trace.js";
5
+ import { chunk_brick_provider } from "../brick/chunk_brick_provider.js";
6
+
7
+ /**
8
+ * Texels of a brick: 8³.
9
+ * @type {number}
10
+ */
11
+ export const BRICK_MATERIAL_TEXELS = MESH_SDF_BRICK_TEXELS ** 3;
12
+
13
+ /**
14
+ * A brick's texel from its index:
15
+ *
16
+ * ```wgsl
17
+ * fn brick_material_texel(index: u32) -> vec3<u32> // index t.x + 8 (t.y + 8 t.z)
18
+ * ```
19
+ *
20
+ * @type {CodeChunk}
21
+ */
22
+ export const chunk_brick_material_texel = CodeChunk.from(
23
+ //language=WGSL
24
+ `
25
+ fn brick_material_texel(index: u32) -> vec3<u32> {
26
+ return vec3<u32>(index % ${MESH_SDF_BRICK_TEXELS}u, (index / ${MESH_SDF_BRICK_TEXELS}u) % ${MESH_SDF_BRICK_TEXELS}u, index / ${MESH_SDF_BRICK_TEXELS ** 2}u);
27
+ }
28
+ `);
29
+
30
+ /**
31
+ * The taken cell a thread of the texel dispatch works on:
32
+ *
33
+ * ```wgsl
34
+ * fn brick_material_cell_entry(build: u32, ring_capacity: u32, resolution: u32) -> BrickMaterialCellEntry
35
+ * ```
36
+ *
37
+ * Build slot `build`'s key, and its brick map entry as store left it: a slot, or a cell with none.
38
+ *
39
+ * Requires the importing shader to declare `brick_take`, `brick_ring` and `brick_levels`, as
40
+ * `chunk_brick_provider` does.
41
+ *
42
+ * @type {CodeChunk}
43
+ */
44
+ export const chunk_brick_material_cell = CodeChunk.from(
45
+ //language=WGSL
46
+ `
47
+ struct BrickMaterialCellEntry {
48
+ key: u32,
49
+ entry: u32,
50
+ }
51
+
52
+ fn brick_material_cell_entry(build: u32, ring_capacity: u32, resolution: u32) -> BrickMaterialCellEntry {
53
+ var out: BrickMaterialCellEntry;
54
+
55
+ out.key = brick_provider_key(build, ring_capacity);
56
+ out.entry = textureLoad(
57
+ brick_map,
58
+ brick_clipmap_map_texel(brick_clipmap_key_cascade(out.key, resolution), brick_clipmap_key_storage(out.key, resolution), resolution),
59
+ 0
60
+ ).x;
61
+
62
+ return out;
63
+ }
64
+ `, [
65
+ chunk_brick_clipmap,
66
+ chunk_brick_provider,
67
+ chunk_brick_material_texel,
68
+ ]);
69
+
70
+ chunk_brick_material_cell.requireResource(BRICK_MAP_TEXTURE_RESOURCE);
@@ -0,0 +1,30 @@
1
+ /**
2
+ * @type {ShaderResourceDescriptor}
3
+ */
4
+ export const BRICK_MATERIAL_ALBEDO_STORE_RESOURCE: ShaderResourceDescriptor;
5
+ /**
6
+ * @type {ShaderResourceDescriptor}
7
+ */
8
+ export const BRICK_MATERIAL_METAL_ROUGH_STORE_RESOURCE: ShaderResourceDescriptor;
9
+ /**
10
+ * @type {ShaderResourceDescriptor}
11
+ */
12
+ export const BRICK_MATERIAL_EMISSIVE_STORE_RESOURCE: ShaderResourceDescriptor;
13
+ /**
14
+ * A texel's material written into its slot's planes (`chunk_brick_material.js`), through
15
+ * `surface_material_store`:
16
+ *
17
+ * ```wgsl
18
+ * fn brick_material_atlas_texel(slot: u32, texel: vec3<u32>) -> vec3<u32>
19
+ * fn brick_material_store(at: vec3<u32>, fitted: SurfaceMaterialFitted) // a fit that covered nothing clears
20
+ * fn brick_material_clear(at: vec3<u32>) // no material: 0 in every plane
21
+ * ```
22
+ *
23
+ * `at` is the texel in the material atlas, `brick_material_atlas_texel` of the slot and the texel.
24
+ *
25
+ * @type {CodeChunk}
26
+ */
27
+ export const chunk_brick_material_store: CodeChunk;
28
+ import { ShaderResourceDescriptor } from "../../../shader/resource/ShaderResourceDescriptor.js";
29
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
30
+ //# sourceMappingURL=chunk_brick_material_store.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_brick_material_store.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/material/chunk_brick_material_store.js"],"names":[],"mappings":"AAYA;;GAEG;AACH,mDAFU,wBAAwB,CAIhC;AAEF;;GAEG;AACH,wDAFU,wBAAwB,CAIhC;AAEF;;GAEG;AACH,qDAFU,wBAAwB,CAIhC;AAEF;;;;;;;;;;;;;GAaG;AACH,yCAFU,SAAS,CAqBZ;yCAzDkC,sDAAsD;0BADrE,uCAAuC"}
@@ -0,0 +1,71 @@
1
+ import { MESH_SDF_BRICK_TEXELS } from "../../../geometry/sdf/MESH_SDF.js";
2
+ import { chunk_surface_material_store } from "../../../geometry/sdf/surface/chunk_surface_material_store.js";
3
+ import {
4
+ SURFACE_MATERIAL_ALBEDO_PLANE,
5
+ SURFACE_MATERIAL_EMISSIVE_PLANE,
6
+ SURFACE_MATERIAL_FORMATS,
7
+ SURFACE_MATERIAL_METAL_ROUGH_PLANE
8
+ } from "../../../geometry/sdf/surface/SURFACE_MATERIAL.js";
9
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
10
+ import { ShaderResourceDescriptor } from "../../../shader/resource/ShaderResourceDescriptor.js";
11
+ import { chunk_tile_atlas_slot_origin } from "../../../texture/atlas/chunk_tile_atlas_slot_origin.js";
12
+
13
+ /**
14
+ * @type {ShaderResourceDescriptor}
15
+ */
16
+ export const BRICK_MATERIAL_ALBEDO_STORE_RESOURCE = ShaderResourceDescriptor.storageTexture(
17
+ "brick_material_albedo_store", SURFACE_MATERIAL_FORMATS[SURFACE_MATERIAL_ALBEDO_PLANE], "3d", "write-only"
18
+ );
19
+
20
+ /**
21
+ * @type {ShaderResourceDescriptor}
22
+ */
23
+ export const BRICK_MATERIAL_METAL_ROUGH_STORE_RESOURCE = ShaderResourceDescriptor.storageTexture(
24
+ "brick_material_metal_rough_store", SURFACE_MATERIAL_FORMATS[SURFACE_MATERIAL_METAL_ROUGH_PLANE], "3d", "write-only"
25
+ );
26
+
27
+ /**
28
+ * @type {ShaderResourceDescriptor}
29
+ */
30
+ export const BRICK_MATERIAL_EMISSIVE_STORE_RESOURCE = ShaderResourceDescriptor.storageTexture(
31
+ "brick_material_emissive_store", SURFACE_MATERIAL_FORMATS[SURFACE_MATERIAL_EMISSIVE_PLANE], "3d", "write-only"
32
+ );
33
+
34
+ /**
35
+ * A texel's material written into its slot's planes (`chunk_brick_material.js`), through
36
+ * `surface_material_store`:
37
+ *
38
+ * ```wgsl
39
+ * fn brick_material_atlas_texel(slot: u32, texel: vec3<u32>) -> vec3<u32>
40
+ * fn brick_material_store(at: vec3<u32>, fitted: SurfaceMaterialFitted) // a fit that covered nothing clears
41
+ * fn brick_material_clear(at: vec3<u32>) // no material: 0 in every plane
42
+ * ```
43
+ *
44
+ * `at` is the texel in the material atlas, `brick_material_atlas_texel` of the slot and the texel.
45
+ *
46
+ * @type {CodeChunk}
47
+ */
48
+ export const chunk_brick_material_store = CodeChunk.from(
49
+ //language=WGSL
50
+ `
51
+ fn brick_material_atlas_texel(slot: u32, texel: vec3<u32>) -> vec3<u32> {
52
+ let t = ${MESH_SDF_BRICK_TEXELS}u;
53
+
54
+ return tile_atlas_slot_origin(slot, textureDimensions(brick_material_albedo_store).xy / t, vec3<u32>(t)) + texel;
55
+ }
56
+
57
+ fn brick_material_clear(at: vec3<u32>) {
58
+ surface_material_clear(brick_material_albedo_store, brick_material_metal_rough_store, brick_material_emissive_store, at);
59
+ }
60
+
61
+ fn brick_material_store(at: vec3<u32>, fitted: SurfaceMaterialFitted) {
62
+ surface_material_store(brick_material_albedo_store, brick_material_metal_rough_store, brick_material_emissive_store, at, fitted);
63
+ }
64
+ `, [
65
+ chunk_tile_atlas_slot_origin,
66
+ chunk_surface_material_store,
67
+ ]);
68
+
69
+ chunk_brick_material_store.requireResource(BRICK_MATERIAL_ALBEDO_STORE_RESOURCE);
70
+ chunk_brick_material_store.requireResource(BRICK_MATERIAL_METAL_ROUGH_STORE_RESOURCE);
71
+ chunk_brick_material_store.requireResource(BRICK_MATERIAL_EMISSIVE_STORE_RESOURCE);
@@ -0,0 +1,26 @@
1
+ /**
2
+ * @type {WebGPUStruct}
3
+ */
4
+ export const BRICK_MATERIAL_GATHER_SETTINGS: WebGPUStruct;
5
+ /**
6
+ * The brick material of the frame's taken cells, gathered from the Model Surface Caches: a thread a
7
+ * texel, dispatched through `BRICK_TAKE_TEXEL_DISPATCH` after store and the providers' merge. A cell
8
+ * store left without a slot does nothing.
9
+ *
10
+ * Every texel of a cell with a slot is cleared to no material, since the slot may have held another
11
+ * cell's. A texel whose nearest surface point is under its tent, |d|·|n|∞ < 1 voxel of the field's
12
+ * distance d and normal n there, takes its material from the surface it holds: the `meshes` row the
13
+ * providers left it (`BRICK_STAGING_SURFACE_WORDS`, contract 8), that row's (geometry, material) pair's
14
+ * cache (`mesh_surface_rows`), read at the texel moved into the geometry's space, at the level of its
15
+ * field the mesh provider sampled its distance from (`mesh_brick_instance`), surfaces within
16
+ * {@link BRICK_TRACE_HIT_VOXELS} of the nearest one blended (`mesh_surface_sample`). A row with no cache
17
+ * resident, and a point the cache holds nothing at, leave the texel without material.
18
+ *
19
+ * Reads the caches, the fields and the scene's transforms: no ray, no BLAS, no material table.
20
+ *
21
+ * @type {ComputeShader}
22
+ */
23
+ export const shader_brick_material_gather: ComputeShader;
24
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
25
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
26
+ //# sourceMappingURL=shader_brick_material_gather.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_brick_material_gather.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/material/shader_brick_material_gather.js"],"names":[],"mappings":"AA0CA;;GAEG;AACH,6CAFU,YAAY,CAOY;AAmClC;;;;;;;;;;;;;;;;;GAiBG;AACH,2CAFU,aAAa,CA0EpB;6BA1J0B,sCAAsC;8BALrC,kCAAkC"}