@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 +1,176 @@
1
+ import { GPU_DATABASE_NULL } from "../../../buffer/table/GPU_DATABASE_NULL.js";
2
+ import { MESH_SDF_BRICK_TEXEL_COUNT } from "../../../geometry/sdf/MESH_SDF.js";
3
+ import {
4
+ MESH_SDF_ATLAS_RESOURCE,
5
+ MESH_SDF_HEADERS_RESOURCE,
6
+ MESH_SDF_INDIRECTION_RESOURCE,
7
+ MESH_SDF_SAMPLER_RESOURCE
8
+ } from "../../../geometry/sdf/MESH_SDF_RESOURCES.js";
9
+ import { chunk_mesh_surface_sample } from "../../../geometry/sdf/surface/chunk_mesh_surface_sample.js";
10
+ import {
11
+ MESH_SURFACE_DATA_RESOURCE,
12
+ MESH_SURFACE_RECORDS_RESOURCE,
13
+ MESH_SURFACE_ROWS_RESOURCE
14
+ } from "../../../geometry/sdf/surface/MESH_SURFACE_RESOURCES.js";
15
+ import { chunk_folded_workgroup_index } from "../../../shader/chunk/grid/chunk_folded_workgroup_index.js";
16
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
17
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
18
+ import { ShaderResourceDescriptor } from "../../../shader/resource/ShaderResourceDescriptor.js";
19
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
20
+ import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
21
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
22
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
23
+ import { BRICK_THREAD_WORKGROUP_SIZE } from "../brick/BRICK_CLIPMAP.js";
24
+ import { BRICK_RING_RESOURCE, BRICK_TAKE_RESOURCE } from "../brick/chunk_brick_clipmap.js";
25
+ import {
26
+ BRICK_ATLAS_TEXTURE_RESOURCE,
27
+ BRICK_LEVELS_RESOURCE,
28
+ BRICK_MAP_TEXTURE_RESOURCE,
29
+ BRICK_SAMPLER_RESOURCE,
30
+ BRICK_TRACE_HIT_VOXELS,
31
+ chunk_brick_clipmap_sample
32
+ } from "../brick/chunk_brick_clipmap_trace.js";
33
+ import { chunk_brick_provider } from "../brick/chunk_brick_provider.js";
34
+ import { chunk_mesh_brick_instance } from "../brick/mesh/chunk_mesh_brick_instance.js";
35
+ import { chunk_brick_material_cell, chunk_brick_material_texel } from "./chunk_brick_material_cell.js";
36
+ import {
37
+ BRICK_MATERIAL_ALBEDO_STORE_RESOURCE,
38
+ BRICK_MATERIAL_EMISSIVE_STORE_RESOURCE,
39
+ BRICK_MATERIAL_METAL_ROUGH_STORE_RESOURCE,
40
+ chunk_brick_material_store
41
+ } from "./chunk_brick_material_store.js";
42
+
43
+ /**
44
+ * @type {WebGPUStruct}
45
+ */
46
+ export const BRICK_MATERIAL_GATHER_SETTINGS = WebGPUStruct.from({
47
+ /** keys `brick_ring` holds, a power of two */
48
+ ring_capacity: u32,
49
+ /** cells a cascade's window has a side */
50
+ resolution: u32,
51
+ }, "BrickMaterialGatherSettings");
52
+
53
+ /**
54
+ * The taken cells' staging as the gather reads it, after the providers and the store
55
+ * (`BRICK_STAGING_RESOURCE`).
56
+ * @type {ShaderResourceDescriptor}
57
+ */
58
+ const BRICK_STAGING_READ_RESOURCE = ShaderResourceDescriptor.storageBuffer("brick_staging", WebGPUArray.u32);
59
+
60
+ const resources = new ShaderResourceSetDescriptor();
61
+
62
+ resources.setImmediate("settings", BRICK_MATERIAL_GATHER_SETTINGS);
63
+
64
+ resources.createGroup()
65
+ .add(BRICK_LEVELS_RESOURCE)
66
+ .add(BRICK_MAP_TEXTURE_RESOURCE)
67
+ .add(BRICK_ATLAS_TEXTURE_RESOURCE)
68
+ .add(BRICK_SAMPLER_RESOURCE)
69
+ .add(BRICK_TAKE_RESOURCE)
70
+ .add(BRICK_RING_RESOURCE)
71
+ .add(BRICK_STAGING_READ_RESOURCE)
72
+ .add(BRICK_MATERIAL_ALBEDO_STORE_RESOURCE)
73
+ .add(BRICK_MATERIAL_METAL_ROUGH_STORE_RESOURCE)
74
+ .add(BRICK_MATERIAL_EMISSIVE_STORE_RESOURCE);
75
+
76
+ resources.createGroup()
77
+ .addStorageBuffer("scene_database", WebGPUArray.from(u32))
78
+ .add(MESH_SDF_HEADERS_RESOURCE)
79
+ .add(MESH_SDF_INDIRECTION_RESOURCE)
80
+ .add(MESH_SDF_ATLAS_RESOURCE)
81
+ .add(MESH_SDF_SAMPLER_RESOURCE)
82
+ .add(MESH_SURFACE_RECORDS_RESOURCE)
83
+ .add(MESH_SURFACE_ROWS_RESOURCE)
84
+ .add(MESH_SURFACE_DATA_RESOURCE);
85
+
86
+ /**
87
+ * The brick material of the frame's taken cells, gathered from the Model Surface Caches: a thread a
88
+ * texel, dispatched through `BRICK_TAKE_TEXEL_DISPATCH` after store and the providers' merge. A cell
89
+ * store left without a slot does nothing.
90
+ *
91
+ * Every texel of a cell with a slot is cleared to no material, since the slot may have held another
92
+ * cell's. A texel whose nearest surface point is under its tent, |d|·|n|∞ < 1 voxel of the field's
93
+ * distance d and normal n there, takes its material from the surface it holds: the `meshes` row the
94
+ * providers left it (`BRICK_STAGING_SURFACE_WORDS`, contract 8), that row's (geometry, material) pair's
95
+ * cache (`mesh_surface_rows`), read at the texel moved into the geometry's space, at the level of its
96
+ * field the mesh provider sampled its distance from (`mesh_brick_instance`), surfaces within
97
+ * {@link BRICK_TRACE_HIT_VOXELS} of the nearest one blended (`mesh_surface_sample`). A row with no cache
98
+ * resident, and a point the cache holds nothing at, leave the texel without material.
99
+ *
100
+ * Reads the caches, the fields and the scene's transforms: no ray, no BLAS, no material table.
101
+ *
102
+ * @type {ComputeShader}
103
+ */
104
+ export const shader_brick_material_gather = ComputeShader.from({
105
+ label: "Brick Material Gather",
106
+ resources,
107
+ body: CodeChunk.from(
108
+ //language=WGSL
109
+ `
110
+ @compute @workgroup_size(${BRICK_THREAD_WORKGROUP_SIZE})
111
+ fn main(
112
+ @builtin(workgroup_id) workgroup_id: vec3<u32>,
113
+ @builtin(local_invocation_index) lane: u32,
114
+ ) {
115
+ let thread = folded_workgroup_index(workgroup_id) * ${BRICK_THREAD_WORKGROUP_SIZE}u + lane;
116
+ let build = thread / ${MESH_SDF_BRICK_TEXEL_COUNT}u;
117
+ let index = thread % ${MESH_SDF_BRICK_TEXEL_COUNT}u;
118
+
119
+ if (build >= brick_take[BRICK_TAKE_COUNT]) {
120
+ return;
121
+ }
122
+
123
+ let taken = brick_material_cell_entry(build, settings.ring_capacity, settings.resolution);
124
+
125
+ if (!brick_clipmap_entry_holds_slot(taken.entry)) {
126
+ return;
127
+ }
128
+
129
+ let t = brick_material_texel(index);
130
+ let at = brick_material_atlas_texel(taken.entry, t);
131
+
132
+ brick_material_clear(at);
133
+
134
+ // in voxels: a voxel of 1
135
+ let local = vec3<f32>(t);
136
+ let d = brick_clipmap_sample(taken.entry, local, 1.0);
137
+ let n = brick_clipmap_normal(taken.entry, local);
138
+
139
+ if (!(any(n != vec3<f32>(0.0)) && abs(d) * max(max(abs(n.x), abs(n.y)), abs(n.z)) < 1.0)) {
140
+ return;
141
+ }
142
+
143
+ let row = brick_staging[build * BRICK_STAGING_WORDS + BRICK_STAGING_SURFACE_WORDS + index];
144
+
145
+ if (row == 0u) {
146
+ return;
147
+ }
148
+
149
+ let cache = mesh_surface_rows[row];
150
+
151
+ if (cache == ${GPU_DATABASE_NULL}u) {
152
+ return;
153
+ }
154
+
155
+ let cell = brick_provider_cell(taken.key, settings.resolution);
156
+ let p = vec4<f32>(cell.corner + local * cell.voxel, 1.0);
157
+ let instance = mesh_brick_instance(row, cell.voxel);
158
+ let q = vec3<f32>(dot(instance.to_local_0, p), dot(instance.to_local_1, p), dot(instance.to_local_2, p));
159
+
160
+ let seen = mesh_surface_sample(mesh_surface_records[cache], mesh_sdf_headers[instance.geometry], instance.level, q, ${BRICK_TRACE_HIT_VOXELS});
161
+
162
+ if (seen.found) {
163
+ brick_material_store(at, SurfaceMaterialFitted(true, seen.albedo, seen.metal_rough, seen.emissive));
164
+ }
165
+ }
166
+ `, [
167
+ chunk_folded_workgroup_index,
168
+ chunk_brick_material_cell,
169
+ chunk_brick_material_texel,
170
+ chunk_brick_material_store,
171
+ chunk_brick_clipmap_sample,
172
+ chunk_brick_provider,
173
+ chunk_mesh_brick_instance,
174
+ chunk_mesh_surface_sample,
175
+ ]),
176
+ });
@@ -23,7 +23,10 @@
23
23
  * of the frame's updates, at most U = ⌊ray_budget / rays_per_probe⌋.
24
24
  *
25
25
  * **A frame's windows** ({@link place}, {@link place_within}): around the anchor, coarsest first, each a
26
- * parent cell inside its parent; or another clipmap's.
26
+ * parent cell inside its parent; or another clipmap's. Readers and wants choose a point's cascade by
27
+ * selection boxes centred on the anchor itself, `PROBE_SELECTION_INSET` short of half a window (§9.1,
28
+ * "Selection"): the windows move a step at a time, the boxes with the anchor, so the blend between
29
+ * cascades moves as the anchor does.
27
30
  *
28
31
  * **A frame's lifetime** ({@link graph_update}, §8.3, §8.5): retire frees the probes whose points left
29
32
  * their windows and those the last frame's schedule evicted, the wants mark the cages they read, admit
@@ -58,7 +61,9 @@ export class GPUProbeClipmap {
58
61
  * the record's cascade field, {@link PROBE_RECORD_CASCADE_SHIFT}
59
62
  * @param {number} options.resolution a power of two, at most 1024: the order's Morton code takes 10 bits
60
63
  * an axis; the indirection's height, resolution · cascade_count, at most the device's
61
- * `maxTextureDimension3D`
64
+ * `maxTextureDimension3D`; past twice {@link PROBE_SELECTION_INSET}, so a selection box holds points;
65
+ * and with more than one cascade, from 8, so the nesting never holds a window further from the anchor
66
+ * than the inset allows (§9.1, "Selection")
62
67
  * @param {number} options.spacing metres
63
68
  * @param {number} options.radiance_resolution a power of two from 2, which the update's bit-reversed
64
69
  * walk of the texels needs
@@ -186,8 +191,8 @@ export class GPUProbeClipmap {
186
191
  */
187
192
  built_for(settings: ProbeClipmapSettings): boolean;
188
193
  /**
189
- * Place the windows around the anchor, coarsest first, each a parent cell inside its parent, for the
190
- * frame's {@link graph_update}.
194
+ * Place the windows around the anchor, coarsest first, each a parent cell inside its parent, and the
195
+ * selection boxes on the anchor, for the frame's {@link graph_update}.
191
196
  *
192
197
  * @param {number} x the anchor, world metres
193
198
  * @param {number} y
@@ -198,7 +203,8 @@ export class GPUProbeClipmap {
198
203
  * Take another clipmap's windows, as {@link place} last placed them, at 2^k this clipmap's lattice
199
204
  * (WORLD_PROBE_CACHE_SCOPE_2026_11_01.md §1.2): the same cascades, each the other's window and spacing over
200
205
  * 2^k, its corner 2^k the other's, so every point of the other's lattice is one of this clipmap's and the
201
- * two scroll together. k is the ratio of the resolutions, a power of two from 2.
206
+ * two scroll together. k is the ratio of the resolutions, a power of two from 2. The selection boxes are the
207
+ * other's too: the same anchor, the same half side in metres.
202
208
  *
203
209
  * @param {GPUProbeClipmap} clipmap placed this frame
204
210
  */
@@ -219,8 +225,9 @@ export class GPUProbeClipmap {
219
225
  * @param {number} options.bricks the graph handle of the brick clipmap's last write this frame, which
220
226
  * the update orders after
221
227
  * @param {import("../../../scene/GPUSceneContext.js").GPUSceneContext} options.scene the scene the rays
222
- * light and shade: its lights, its environment, its rows and their geometry caches' cards
223
- * @param {GPUBuffer} options.card_rows the row → card set table, a word a `meshes` row
228
+ * light: its lights and its environment
229
+ * @param {{write_bindings: function(Object): Object}} options.material what binds the brick material's planes
230
+ * for the shade (`GPUBrickMaterial#write_bindings`): the material the bricks carry
224
231
  * @param {boolean} options.history_resampling whether each update re-samples its neighbours' histories, adding
225
232
  * what they have seen to its rays (`shader_probe_clipmap_resample`); never where the radiance has no skirt
226
233
  * @param {boolean} options.ray_resampling whether each update re-samples one neighbour's rays of the frame,
@@ -233,7 +240,7 @@ export class GPUProbeClipmap {
233
240
  * tone curve, a single f32, as the last frame was shown: the exposure the probes' estimators state their
234
241
  * thresholds in
235
242
  */
236
- graph_update({ graph, wants, response_frames, ray_budget, rays_per_probe, brick_clipmap, bricks, scene, card_rows, history_resampling, ray_resampling, clusters, bounce_first, bounce_fallback, exposure }: {
243
+ graph_update({ graph, wants, response_frames, ray_budget, rays_per_probe, brick_clipmap, bricks, scene, material, history_resampling, ray_resampling, clusters, bounce_first, bounce_fallback, exposure }: {
237
244
  graph: FrameGraph;
238
245
  wants: ProbeClipmapWants;
239
246
  response_frames: number;
@@ -242,7 +249,9 @@ export class GPUProbeClipmap {
242
249
  brick_clipmap: import("../brick/GPUBrickClipmap.js").GPUBrickClipmap;
243
250
  bricks: number;
244
251
  scene: import("../../../scene/GPUSceneContext.js").GPUSceneContext;
245
- card_rows: GPUBuffer;
252
+ material: {
253
+ write_bindings: (arg0: any) => any;
254
+ };
246
255
  history_resampling: boolean;
247
256
  ray_resampling: boolean;
248
257
  clusters: {
@@ -1 +1 @@
1
- {"version":3,"file":"GPUProbeClipmap.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.js"],"names":[],"mappings":"AAiIA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmDG;AACH;IA4QI;;;;;;;;;;;;;;;;;OAiBG;IACH;QAf2B,aAAa,EAA7B,MAAM;QAEU,UAAU,EAA1B,MAAM;QAGU,OAAO,EAAvB,MAAM;QACU,mBAAmB,EAAnC,MAAM;QAEU,gBAAgB,EAAhC,MAAM;QACW,cAAc,EAA/B,OAAO;QAES,KAAK,EAArB,MAAM;QACU,QAAQ,EAAxB,MAAM;OA8GhB;IAxYD;;;OAGG;IACH,wBAHU,MAAM,CAGF;IAEd;;;;OAIG;IACH,qBAHU,MAAM,CAGL;IAEX;;;;OAIG;IACH,kBAHU,MAAM,CAGR;IAER;;;;OAIG;IACH,8BAHU,MAAM,CAGI;IAEpB;;;;OAIG;IACH,2BAHU,MAAM,CAGC;IAEjB;;;;;OAKG;IACH,yBAHU,OAAO,CAGF;IAEf;;;;OAIG;IACH,gBAHU,MAAM,CAGV;IA2VN;;;;;;;;OAQG;IACH,4CAUC;IAED;;OAEG;IACH,8BAEC;IAED;;;;;OAKG;IACH,uBAEC;IAED;;;OAGG;IACH,yBAEC;IAED;;;OAGG;IACH,sBAEC;IAGD;;;OAGG;IACH,0BAEC;IAED;;;;;OAKG;IACH,wBAEC;IAED;;;OAGG;IACH,uBAEC;IAED;;;;OAIG;IACH,gBAJW,MAAM,QACN,MAAM,GACJ,MAAM,CAIlB;IAED;;;OAGG;IACH,mBAHW,MAAM,GACJ,MAAM,CAIlB;IAED;;;OAGG;IACH,oBAHW,oBAAoB,GAClB,OAAO,CAQnB;IAED;;;;;;;OAOG;IACH,SAJW,MAAM,KACN,MAAM,KACN,MAAM,QA6BhB;IAED;;;;;;;OAOG;IACH,sBAFW,eAAe,QA2BzB;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA6BG;IACH;QAxB+B,KAAK,EAAzB,UAAU;QACiB,KAAK,EAAhC,iBAAiB;QACD,eAAe,EAA/B,MAAM;QACU,UAAU,EAA1B,MAAM;QACU,cAAc,EAA9B,MAAM;QACyD,aAAa,EAA5E,OAAO,6BAA6B,EAAE,eAAe;QAErC,MAAM,EAAtB,MAAM;QAE+D,KAAK,EAA1E,OAAO,mCAAmC,EAAE,eAAe;QAExC,SAAS;QACX,kBAAkB,EAAnC,OAAO;QAEU,cAAc,EAA/B,OAAO;QAEiC,QAAQ,EAAhD;YAAC,MAAM,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAA;SAAC;QAEL,YAAY,EAArC,eAAe;QACU,eAAe,EAAxC,eAAe;QACC,QAAQ,EAAxB,MAAM;aAmOhB;IAqhBD,gBAcC;;CACJ;mCA17CY,OAAO,4BAA4B,EAAE,oBAAoB;yBACzD,OAAO,iEAAiE,EAAE,UAAU;gCACpF,OAAO,8BAA8B,EAAE,uBAAuB,GAAC,OAAO,2BAA2B,EAAE,oBAAoB"}
1
+ {"version":3,"file":"GPUProbeClipmap.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.js"],"names":[],"mappings":"AA0HA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAsDG;AACH;IA2RI;;;;;;;;;;;;;;;;;;;OAmBG;IACH;QAjB2B,aAAa,EAA7B,MAAM;QAEU,UAAU,EAA1B,MAAM;QAKU,OAAO,EAAvB,MAAM;QACU,mBAAmB,EAAnC,MAAM;QAEU,gBAAgB,EAAhC,MAAM;QACW,cAAc,EAA/B,OAAO;QAES,KAAK,EAArB,MAAM;QACU,QAAQ,EAAxB,MAAM;OAmHhB;IA9ZD;;;OAGG;IACH,wBAHU,MAAM,CAGF;IAEd;;;;OAIG;IACH,qBAHU,MAAM,CAGL;IAEX;;;;OAIG;IACH,kBAHU,MAAM,CAGR;IAER;;;;OAIG;IACH,8BAHU,MAAM,CAGI;IAEpB;;;;OAIG;IACH,2BAHU,MAAM,CAGC;IAEjB;;;;;OAKG;IACH,yBAHU,OAAO,CAGF;IAEf;;;;OAIG;IACH,gBAHU,MAAM,CAGV;IAiXN;;;;;;;;OAQG;IACH,4CAUC;IAED;;OAEG;IACH,8BAEC;IAED;;;;;OAKG;IACH,uBAEC;IAED;;;OAGG;IACH,yBAEC;IAED;;;OAGG;IACH,sBAEC;IAGD;;;OAGG;IACH,0BAEC;IAED;;;;;OAKG;IACH,wBAEC;IAED;;;OAGG;IACH,uBAEC;IAED;;;;OAIG;IACH,gBAJW,MAAM,QACN,MAAM,GACJ,MAAM,CAIlB;IAED;;;OAGG;IACH,mBAHW,MAAM,GACJ,MAAM,CAIlB;IAED;;;OAGG;IACH,oBAHW,oBAAoB,GAClB,OAAO,CAQnB;IAED;;;;;;;OAOG;IACH,SAJW,MAAM,KACN,MAAM,KACN,MAAM,QAkChB;IAED;;;;;;;;OAQG;IACH,sBAFW,eAAe,QA+BzB;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA8BG;IACH;QAzB+B,KAAK,EAAzB,UAAU;QACiB,KAAK,EAAhC,iBAAiB;QACD,eAAe,EAA/B,MAAM;QACU,UAAU,EAA1B,MAAM;QACU,cAAc,EAA9B,MAAM;QACyD,aAAa,EAA5E,OAAO,6BAA6B,EAAE,eAAe;QAErC,MAAM,EAAtB,MAAM;QAE+D,KAAK,EAA1E,OAAO,mCAAmC,EAAE,eAAe;QAEP,QAAQ,EAA5D;YAAC,cAAc,qBAA0B;SAAC;QAEzB,kBAAkB,EAAnC,OAAO;QAEU,cAAc,EAA/B,OAAO;QAEiC,QAAQ,EAAhD;YAAC,MAAM,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAA;SAAC;QAEL,YAAY,EAArC,eAAe;QACU,eAAe,EAAxC,eAAe;QACC,QAAQ,EAAxB,MAAM;aA0OhB;IA6gBD,gBAcC;;CACJ;mCAn9CY,OAAO,4BAA4B,EAAE,oBAAoB;yBACzD,OAAO,iEAAiE,EAAE,UAAU;gCACpF,OAAO,8BAA8B,EAAE,uBAAuB,GAAC,OAAO,2BAA2B,EAAE,oBAAoB"}
@@ -40,6 +40,8 @@ import { PROBE_SAMPLING_STRUCT } from "./chunk_probe_clipmap_pick.js";
40
40
  import {
41
41
  probe_clipmap_guide_words,
42
42
  probe_clipmap_maps_words,
43
+ PROBE_CASCADE_HYSTERESIS,
44
+ PROBE_CASCADE_STEP,
43
45
  PROBE_COUNTER_FREE,
44
46
  PROBE_COUNTER_STARVED,
45
47
  PROBE_COUNTER_WORDS,
@@ -57,6 +59,7 @@ import {
57
59
  PROBE_RAYS_PER_TEXEL_MAX,
58
60
  PROBE_RAYS_PER_TEXEL_MIN,
59
61
  PROBE_RECORD_CASCADE_SHIFT,
62
+ PROBE_SELECTION_INSET,
60
63
  PROBE_THREAD_WORKGROUP_SIZE,
61
64
  PROBE_UNIFORM_PERIOD
62
65
  } from "./PROBE_CLIPMAP.js";
@@ -97,20 +100,7 @@ import { shader_probe_clipmap_trace_command } from "./shader_probe_clipmap_trace
97
100
  */
98
101
 
99
102
  /**
100
- * Corner steps of a probe cascade's window: one lattice cell, as the bricks' (§8.1).
101
- * @type {number}
102
- */
103
- const PROBE_CASCADE_STEP = 1;
104
-
105
- /**
106
- * Cells past half a step the anchor goes from a window's centre before it moves: the bricks' value.
107
- * @type {number}
108
- */
109
- const PROBE_CASCADE_HYSTERESIS = 0.1;
110
-
111
- /**
112
- * Parent cells every cascade's window keeps inside its parent's, so that a cage in a cascade's blend
113
- * skirt is inside the next cascade's cage window.
103
+ * Parent cells every cascade's window keeps inside its parent's (§8.1).
114
104
  * @type {number}
115
105
  */
116
106
  const PROBE_CASCADE_NEST_MARGIN = 1;
@@ -126,6 +116,9 @@ const SAMPLING_RADIANCE_RESOLUTION = PROBE_SAMPLING_STRUCT.get("radiance_resolut
126
116
  const SAMPLING_RADIANCE_TILES_PER_ROW = PROBE_SAMPLING_STRUCT.get("radiance_tiles_per_row").offset >>> 2;
127
117
  const SAMPLING_RADIANCE_TEXEL = PROBE_SAMPLING_STRUCT.get("radiance_texel").offset >>> 2;
128
118
  const SAMPLING_RADIANCE_TILES_PER_ROW_RECIPROCAL = PROBE_SAMPLING_STRUCT.get("radiance_tiles_per_row_reciprocal").offset >>> 2;
119
+ // word offsets of the selection boxes in PROBE_SAMPLING_STRUCT
120
+ const SAMPLING_ANCHOR = PROBE_SAMPLING_STRUCT.get("anchor").offset >>> 2;
121
+ const SAMPLING_SELECT_HALF = PROBE_SAMPLING_STRUCT.get("select_half").offset >>> 2;
129
122
 
130
123
  /**
131
124
  * What shading samples (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8): {@link cascade_count} cascades of
@@ -152,7 +145,10 @@ const SAMPLING_RADIANCE_TILES_PER_ROW_RECIPROCAL = PROBE_SAMPLING_STRUCT.get("ra
152
145
  * of the frame's updates, at most U = ⌊ray_budget / rays_per_probe⌋.
153
146
  *
154
147
  * **A frame's windows** ({@link place}, {@link place_within}): around the anchor, coarsest first, each a
155
- * parent cell inside its parent; or another clipmap's.
148
+ * parent cell inside its parent; or another clipmap's. Readers and wants choose a point's cascade by
149
+ * selection boxes centred on the anchor itself, `PROBE_SELECTION_INSET` short of half a window (§9.1,
150
+ * "Selection"): the windows move a step at a time, the boxes with the anchor, so the blend between
151
+ * cascades moves as the anchor does.
156
152
  *
157
153
  * **A frame's lifetime** ({@link graph_update}, §8.3, §8.5): retire frees the probes whose points left
158
154
  * their windows and those the last frame's schedule evicted, the wants mark the cages they read, admit
@@ -238,6 +234,12 @@ export class GPUProbeClipmap {
238
234
  /** The frame {@link place} or {@link place_within} last placed the windows in, of {@link graph_update}'s count. */
239
235
  #placed_frame = -1;
240
236
 
237
+ /** Where {@link place} or {@link place_within} last placed the windows around, world metres: the selection boxes' centre. */
238
+ #anchor = new Float32Array(3);
239
+
240
+ /** A selection box's half side, in this clipmap's cells, as the windows were last placed. */
241
+ #select_half = 0;
242
+
241
243
  /** @type {GPUTexture} */
242
244
  #indirection;
243
245
 
@@ -315,6 +317,12 @@ export class GPUProbeClipmap {
315
317
  #ray_resampling = false;
316
318
  #accumulate_switches = ShaderSwitchSet.EMPTY;
317
319
 
320
+ /**
321
+ * What binds the brick material's planes for the shade, as the frame's update was given it.
322
+ * @type {{write_bindings: function(Object): Object}|null}
323
+ */
324
+ #material = null;
325
+
318
326
  /** The listed probes' projected rows, n_r a probe, as many as the trace list holds. @type {GPUBuffer|null} */
319
327
  #projection = null;
320
328
 
@@ -374,6 +382,12 @@ export class GPUProbeClipmap {
374
382
  #starved = 0;
375
383
  #grow_pending = false;
376
384
 
385
+ /**
386
+ * The frame the capacity last grew in. A reading recorded before it asked for what that growth gave, so
387
+ * only a count that moved in a frame at or after it grows the capacity again.
388
+ */
389
+ #grown_frame = -1;
390
+
377
391
  /** Frames recorded: the clock the records keep. */
378
392
  #frame = 0;
379
393
 
@@ -391,7 +405,7 @@ export class GPUProbeClipmap {
391
405
  #levels_f32 = new Float32Array(this.#levels_data);
392
406
 
393
407
  #retire_settings = { capacity: 0, resolution: 0, frame: 0 };
394
- #want_settings = { cascade_count: 0, resolution: 0, frame: 0, wanted_capacity: 0 };
408
+ #want_settings = { cascade_count: 0, resolution: 0, frame: 0, wanted_capacity: 0, anchor: new Float32Array(3), select_half: 0 };
395
409
  #admit_command_settings = { wanted_capacity: 0 };
396
410
  #admit_settings = { capacity: 0, resolution: 0, wanted_capacity: 0, frame: 0 };
397
411
  #schedule_settings = { capacity: 0, wanted_capacity: 0, trace_capacity: 0, slack: 0 };
@@ -439,14 +453,11 @@ export class GPUProbeClipmap {
439
453
 
440
454
  /**
441
455
  * The frame's scene: its light database, the suns the rays' hits trace shadows toward; its environment,
442
- * what a miss sees; its rows and geometry caches, what a hit is on.
456
+ * what a miss sees.
443
457
  * @type {import("../../../scene/GPUSceneContext.js").GPUSceneContext|null}
444
458
  */
445
459
  #scene = null;
446
460
 
447
- /** The frame's row → card set table. @type {GPUBuffer|null} */
448
- #card_rows = null;
449
-
450
461
  /**
451
462
  * @param {GPUDevice} device
452
463
  * @param {object} options
@@ -454,7 +465,9 @@ export class GPUProbeClipmap {
454
465
  * the record's cascade field, {@link PROBE_RECORD_CASCADE_SHIFT}
455
466
  * @param {number} options.resolution a power of two, at most 1024: the order's Morton code takes 10 bits
456
467
  * an axis; the indirection's height, resolution · cascade_count, at most the device's
457
- * `maxTextureDimension3D`
468
+ * `maxTextureDimension3D`; past twice {@link PROBE_SELECTION_INSET}, so a selection box holds points;
469
+ * and with more than one cascade, from 8, so the nesting never holds a window further from the anchor
470
+ * than the inset allows (§9.1, "Selection")
458
471
  * @param {number} options.spacing metres
459
472
  * @param {number} options.radiance_resolution a power of two from 2, which the update's bit-reversed
460
473
  * walk of the texels needs
@@ -474,6 +487,11 @@ export class GPUProbeClipmap {
474
487
  // the order's key: the cascade above the Morton code of a lattice point in its window
475
488
  assert.lessThanOrEqual(3 * ceil_log2(resolution) + ceil_log2(cascade_count), 32, 'the order key fits a word');
476
489
  assert.lessThanOrEqual(resolution * cascade_count, device.limits.maxTextureDimension3D, "resolution · cascade_count, the indirection's height, past maxTextureDimension3D");
490
+ assert.greaterThan(resolution / 2, PROBE_SELECTION_INSET, 'resolution: a selection box, N/2 less PROBE_SELECTION_INSET cells a side, holds no point');
491
+ // a child's centre may sit N/2 less the nest margin from its parent's; the child lags the anchor by up to
492
+ // half a step and the hysteresis, the parent by twice that in child cells
493
+ assert.ok(cascade_count === 1 || resolution / 2 - 2 * PROBE_CASCADE_NEST_MARGIN >= 3 * (PROBE_CASCADE_STEP / 2 + PROBE_CASCADE_HYSTERESIS),
494
+ 'resolution: the nesting would hold a window further from the anchor than PROBE_SELECTION_INSET allows');
477
495
  assert.isFinite(spacing, 'spacing');
478
496
  assert.greaterThan(spacing, 0, 'spacing');
479
497
  assert.isPositiveInteger(radiance_resolution, 'radiance_resolution');
@@ -685,8 +703,8 @@ export class GPUProbeClipmap {
685
703
  }
686
704
 
687
705
  /**
688
- * Place the windows around the anchor, coarsest first, each a parent cell inside its parent, for the
689
- * frame's {@link graph_update}.
706
+ * Place the windows around the anchor, coarsest first, each a parent cell inside its parent, and the
707
+ * selection boxes on the anchor, for the frame's {@link graph_update}.
690
708
  *
691
709
  * @param {number} x the anchor, world metres
692
710
  * @param {number} y
@@ -700,11 +718,11 @@ export class GPUProbeClipmap {
700
718
  const placement = this.#placement;
701
719
  const n = this.resolution;
702
720
 
721
+ // the whole stack each frame: every window by the hysteretic rule, each clamped into its parent's new
722
+ // window alone, so none is held by a child's last one and each stays within the hysteresis of the anchor,
723
+ // which the selection boxes' inset takes
703
724
  placement.begin();
704
-
705
- for (let c = this.cascade_count - 1; c >= 0; c--) {
706
- placement.place(c, x, y, z);
707
- }
725
+ placement.place_all(x, y, z);
708
726
 
709
727
  for (let c = 0; c < this.cascade_count; c++) {
710
728
  const level = (c * CLIPMAP_LEVEL_STRUCT.aligned_size) >>> 2;
@@ -718,6 +736,11 @@ export class GPUProbeClipmap {
718
736
  this.#levels_f32[level + 3] = placement.cell_size(c);
719
737
  }
720
738
 
739
+ this.#anchor[0] = x;
740
+ this.#anchor[1] = y;
741
+ this.#anchor[2] = z;
742
+ this.#select_half = n / 2 - PROBE_SELECTION_INSET;
743
+
721
744
  this.#placed_frame = this.#frame;
722
745
  }
723
746
 
@@ -725,7 +748,8 @@ export class GPUProbeClipmap {
725
748
  * Take another clipmap's windows, as {@link place} last placed them, at 2^k this clipmap's lattice
726
749
  * (WORLD_PROBE_CACHE_SCOPE_2026_11_01.md §1.2): the same cascades, each the other's window and spacing over
727
750
  * 2^k, its corner 2^k the other's, so every point of the other's lattice is one of this clipmap's and the
728
- * two scroll together. k is the ratio of the resolutions, a power of two from 2.
751
+ * two scroll together. k is the ratio of the resolutions, a power of two from 2. The selection boxes are the
752
+ * other's too: the same anchor, the same half side in metres.
729
753
  *
730
754
  * @param {GPUProbeClipmap} clipmap placed this frame
731
755
  */
@@ -753,6 +777,10 @@ export class GPUProbeClipmap {
753
777
  this.#levels_f32[level + 3] = this.cell_size(c);
754
778
  }
755
779
 
780
+ // the other's boxes, in this clipmap's cells
781
+ this.#anchor.set(clipmap.#anchor);
782
+ this.#select_half = clipmap.#select_half * ratio;
783
+
756
784
  this.#placed_frame = this.#frame;
757
785
  }
758
786
 
@@ -772,8 +800,9 @@ export class GPUProbeClipmap {
772
800
  * @param {number} options.bricks the graph handle of the brick clipmap's last write this frame, which
773
801
  * the update orders after
774
802
  * @param {import("../../../scene/GPUSceneContext.js").GPUSceneContext} options.scene the scene the rays
775
- * light and shade: its lights, its environment, its rows and their geometry caches' cards
776
- * @param {GPUBuffer} options.card_rows the row → card set table, a word a `meshes` row
803
+ * light: its lights and its environment
804
+ * @param {{write_bindings: function(Object): Object}} options.material what binds the brick material's planes
805
+ * for the shade (`GPUBrickMaterial#write_bindings`): the material the bricks carry
777
806
  * @param {boolean} options.history_resampling whether each update re-samples its neighbours' histories, adding
778
807
  * what they have seen to its rays (`shader_probe_clipmap_resample`); never where the radiance has no skirt
779
808
  * @param {boolean} options.ray_resampling whether each update re-samples one neighbour's rays of the frame,
@@ -786,7 +815,7 @@ export class GPUProbeClipmap {
786
815
  * tone curve, a single f32, as the last frame was shown: the exposure the probes' estimators state their
787
816
  * thresholds in
788
817
  */
789
- graph_update({ graph, wants, response_frames, ray_budget, rays_per_probe, brick_clipmap, bricks, scene, card_rows, history_resampling, ray_resampling, clusters, bounce_first, bounce_fallback, exposure }) {
818
+ graph_update({ graph, wants, response_frames, ray_budget, rays_per_probe, brick_clipmap, bricks, scene, material, history_resampling, ray_resampling, clusters, bounce_first, bounce_fallback, exposure }) {
790
819
  assert.defined(graph, 'graph');
791
820
  assert.defined(wants, 'wants');
792
821
  assert.isFinite(response_frames, 'response_frames');
@@ -796,7 +825,7 @@ export class GPUProbeClipmap {
796
825
  assert.defined(brick_clipmap, 'brick_clipmap');
797
826
  assert.isNonNegativeInteger(bricks, 'bricks');
798
827
  assert.defined(scene, 'scene');
799
- assert.defined(card_rows, 'card_rows');
828
+ assert.isFunction(material?.write_bindings, 'material.write_bindings');
800
829
  assert.isBoolean(history_resampling, 'history_resampling');
801
830
  assert.ok(!history_resampling || this.radiance_skirt, 'history_resampling taps the neighbours\' radiance, which a clipmap without a skirt cannot');
802
831
  assert.isBoolean(ray_resampling, 'ray_resampling');
@@ -811,6 +840,7 @@ export class GPUProbeClipmap {
811
840
  if (this.#grow_pending) {
812
841
  this.#grow_pending = false;
813
842
  this.#grow();
843
+ this.#grown_frame = this.#frame;
814
844
  }
815
845
 
816
846
  const trace_capacity = Math.floor(ray_budget / rays_per_probe);
@@ -842,6 +872,8 @@ export class GPUProbeClipmap {
842
872
  this.#sampling_f32[SAMPLING_RADIANCE_TEXEL] = 1 / radiance_texture.width;
843
873
  this.#sampling_f32[SAMPLING_RADIANCE_TEXEL + 1] = 1 / radiance_texture.height;
844
874
  this.#sampling_f32[SAMPLING_RADIANCE_TILES_PER_ROW_RECIPROCAL] = 1 / this.#radiance.tiles_per_row;
875
+ this.#sampling_f32.set(this.#anchor, SAMPLING_ANCHOR);
876
+ this.#sampling_f32[SAMPLING_SELECT_HALF] = this.#select_half;
845
877
 
846
878
  this.#device.queue.writeBuffer(this.#sampling, 0, this.#sampling_data);
847
879
 
@@ -855,6 +887,8 @@ export class GPUProbeClipmap {
855
887
  this.#ensure_wanted(Math.min(this.#key_count, wants.wanted_bound()));
856
888
 
857
889
  this.#want_settings.wanted_capacity = this.#wanted_capacity;
890
+ this.#want_settings.anchor.set(this.#anchor);
891
+ this.#want_settings.select_half = this.#select_half;
858
892
 
859
893
 
860
894
  this.#admit_command_settings.wanted_capacity = this.#wanted_capacity;
@@ -963,7 +997,7 @@ export class GPUProbeClipmap {
963
997
 
964
998
  this.#brick_clipmap = brick_clipmap;
965
999
  this.#scene = scene;
966
- this.#card_rows = card_rows;
1000
+ this.#material = material;
967
1001
 
968
1002
  this.#wants = wants;
969
1003
  this.#bounce_first = bounce_first;
@@ -991,6 +1025,8 @@ export class GPUProbeClipmap {
991
1025
  update.make_side_effect();
992
1026
 
993
1027
  // an admission the free list could not serve grows the capacity, from a later frame
1028
+ const read_frame = this.#frame;
1029
+
994
1030
  graph_read_buffer({ graph, buffer: update_data.counters, offset: 4 * PROBE_COUNTER_STARVED, size: 4 })
995
1031
  .then(reference => {
996
1032
  try {
@@ -998,7 +1034,7 @@ export class GPUProbeClipmap {
998
1034
 
999
1035
  if (!this.#destroyed && starved !== this.#starved) {
1000
1036
  this.#starved = starved;
1001
- this.#grow_pending = true;
1037
+ this.#grow_pending ||= read_frame >= this.#grown_frame;
1002
1038
  }
1003
1039
  } finally {
1004
1040
  reference.release();
@@ -1353,19 +1389,11 @@ export class GPUProbeClipmap {
1353
1389
  command_offset: 4 * PROBE_DISPATCH_RAYS,
1354
1390
  });
1355
1391
 
1356
- // what each ray brings back: the buffers taken now, since a table may have been replaced as it grew
1357
- const sdf = scene.geometries.sdf;
1358
- const cards = sdf.cards;
1359
-
1360
- sdf.write_bindings(b);
1361
-
1362
- b.scene_database = scene.scene_database_buffer;
1363
- b.mesh_card_rows = this.#card_rows;
1364
- b.mesh_card_sets = cards.records;
1365
- b.mesh_card_albedo = cards.atlas.texture_at(0).obtainView();
1366
- b.mesh_card_emissive = cards.atlas.texture_at(1).obtainView();
1392
+ // what each ray brings back: the material planes taken now, since they are replaced as they grow
1367
1393
  b.tEnvironment = lights.environment.obtainView();
1368
1394
 
1395
+ this.#material.write_bindings(b);
1396
+
1369
1397
  shader_probe_clipmap_shade.dispatchIndirect({
1370
1398
  encoder,
1371
1399
  bindings: b,
@@ -196,7 +196,7 @@ export const PROBE_RELOCATION_STEPS: number;
196
196
  */
197
197
  export const PROBE_RAY_ORIGIN_JITTER: number;
198
198
  /**
199
- * The stream of a ray's noise (`probe_clipmap_ray_noise`) that jitters its direction inside its texel.
199
+ * The stream that seeds a texel's jitter sequences (`probe_clipmap_ray_jitter`), which place its rays inside it.
200
200
  * @type {number}
201
201
  */
202
202
  export const PROBE_RAY_NOISE_JITTER: number;
@@ -382,6 +382,26 @@ export const PROBE_RECEIVER_BIAS: number;
382
382
  * @type {number}
383
383
  */
384
384
  export const PROBE_RECEIVER_BIAS_VIEW: number;
385
+ /**
386
+ * Corner steps of a probe cascade's window: one lattice cell, as the bricks' (§8.1).
387
+ * @type {number}
388
+ */
389
+ export const PROBE_CASCADE_STEP: number;
390
+ /**
391
+ * Cells past half a step the anchor goes from a window's centre before it moves: the bricks' value.
392
+ * @type {number}
393
+ */
394
+ export const PROBE_CASCADE_HYSTERESIS: number;
395
+ /**
396
+ * Cells a cascade's selection box keeps inside half its window's N lattice points, measured from the anchor
397
+ * (§9.1, "Selection"): the cage window's far face sits one cell short of N/2 past the window's centre, the
398
+ * window's centre lags the anchor by up to half a step and the hysteresis, and the receiver bias moves a
399
+ * point up to its length. A box of N/2 less this around the anchor holds every point whose biased cage is in
400
+ * the window, as `GPUProbeClipmap` places the whole stack each frame and so holds every window within the
401
+ * hysteresis of the anchor.
402
+ * @type {number}
403
+ */
404
+ export const PROBE_SELECTION_INSET: number;
385
405
  /**
386
406
  * The neighbours a radiance texel re-samples an update when the frame re-samples (`shader_probe_clipmap_resample`):
387
407
  * distinct ones of the probe's 26 in its cascade's 3×3×3, picked afresh each update. Enshrouded's 4:1.
@@ -1 +1 @@
1
- {"version":3,"file":"PROBE_CLIPMAP.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP.js"],"names":[],"mappings":"AAkSA;;;;;;;;;;GAUG;AACH,8DAJW,MAAM,oBACN,MAAM,GACJ,MAAM,CAIlB;AAsED;;;;;;;;;;;GAWG;AACH,+DAHW,MAAM,GACJ,MAAM,CAIlB;AAxXD;;;GAGG;AACH,iCAFU,MAAM,CAE6B;AAS7C;;;GAGG;AACH,+BAFU,MAAM,CAEkB;AAElC;;;GAGG;AACH,8BAFU,MAAM,CAEiB;AAEjC;;;GAGG;AACH,gCAFU,MAAM,CAEmB;AAEnC;;;;GAIG;AACH,+BAFU,MAAM,CAEkB;AAElC;;;GAGG;AACH,oCAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,wCAFU,MAAM,CAE2B;AAM3C;;;GAGG;AACH,iCAFU,MAAM,CAEoB;AAEpC;;;;GAIG;AACH,oCAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,mCAFU,MAAM,CAEsB;AAEtC;;;;GAIG;AACH,oCAFU,MAAM,CAEuB;AAEvC;;;;;GAKG;AACH,oCAFU,MAAM,CAEuB;AAEvC;;;;GAIG;AACH,gCAFU,MAAM,CAEoB;AAEpC;;;;GAIG;AACH,iCAFU,MAAM,CAEoB;AAEpC;;;GAGG;AACH,kCAFU,MAAM,CAE0D;AAE1E;;;;GAIG;AACH,+BAFU,MAAM,CAEqB;AAQrC;;;;GAIG;AACH,oCAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,mCAFU,MAAM,CAEsB;AAEtC;;;GAGG;AACH,oCAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,kCAFU,MAAM,CAEqB;AAErC;;;GAGG;AACH,oCAFU,MAAM,CAEwB;AAExC;;;GAGG;AACH,kCAFU,MAAM,CAEsB;AAEtC;;;GAGG;AACH,qCAFU,MAAM,CAEyB;AAEzC;;;;GAIG;AACH,8BAFU,MAAM,CAEoB;AAEpC;;;GAGG;AACH,mCAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,mCAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,0CAFU,MAAM,CAE8B;AAE9C;;;;GAIG;AACH,yCAFU,MAAM,CAE+B;AAE/C;;;;GAIG;AACH,qCAFU,MAAM,CAE2B;AAE3C;;;GAGG;AACH,qCAFU,MAAM,CAEwB;AAExC;;;;;;;;GAQG;AACH,sCAFU,MAAM,CAE8B;AAE9C;;;GAGG;AACH,qCAFU,MAAM,CAEiC;AAEjD;;;;;GAKG;AACH,mCAFU,MAAM,CAE+B;AAE/C;;;;;;;GAOG;AACH,gCAFU,MAAM,CAE6D;AAE7E;;;;GAIG;AACH,oCAFU,MAAM,CAEyB;AAEzC;;;;;GAKG;AACH,gCAFU,MAAM,CAEsB;AAEtC;;;;GAIG;AACH,mCAFU,MAAM,CAE0C;AAE1D;;;;GAIG;AACH,2CAFU,MAAM,CAEgC;AAEhD;;;GAGG;AACH,qCAFU,MAAM,CAEyB;AAiBzC;;;;;;;GAOG;AACH,mCAFU,MAAM,CAEsB;AAEtC;;;;;GAKG;AACH,uCAFU,MAAM,CAE8B;AAE9C;;;;;GAKG;AACH,8BAFU,MAAM,CAEkB;AAElC;;;;;GAKG;AACH,uCAFU,MAAM,CAE0B;AAE1C;;;;;;;;GAQG;AACH,wCAFU,MAAM,CAE2B;AAE3C;;;;;GAKG;AACH,+BAFU,MAAM,CAEuC;AAEvD;;;;GAIG;AACH,0CAFU,MAAM,CAEgC;AAEhD;;;;;GAKG;AACH,gCAFU,MAAM,CAEuB;AAkBvC;;;;GAIG;AACH,kCAFU,MAAM,CAEqB;AAQrC;;;GAGG;AACH,kCAFU,MAAM,CAEqB;AAErC;;;;GAIG;AACH,6BAFU,MAAM,CAEgB;AAEhC;;;GAGG;AACH,kCAFU,MAAM,CAEqB;AAErC;;;GAGG;AACH,sCAFU,MAAM,CAEyB;AAEzC;;;GAGG;AACH,oCAFU,MAAM,CAEuB;AAEvC;;;;GAIG;AACH,qCAFU,MAAM,CAEmF;AAOnG;;;;GAIG;AACH,yCAFU,MAAM,CAE6B;AAE7C;;;GAGG;AACH,8BAFU,MAAM,CAEiB;AAEjC;;;GAGG;AACH,yCAFU,MAAM,CAE4B;AAE5C;;;GAGG;AACH,wCAFU,MAAM,CAE4B;AAE5C;;;;GAIG;AACH,gCAFU,MAAM,CAEmB;AAEnC;;;GAGG;AACH,kCAFU,MAAM,CAEuB;AAEvC;;;;GAIG;AACH,uCAFU,MAAM,CAE4B;AAE5C;;;;GAIG;AACH,wCAFU,MAAM,CAE2B"}
1
+ {"version":3,"file":"PROBE_CLIPMAP.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP.js"],"names":[],"mappings":"AAkSA;;;;;;;;;;GAUG;AACH,8DAJW,MAAM,oBACN,MAAM,GACJ,MAAM,CAIlB;AAsED;;;;;;;;;;;GAWG;AACH,+DAHW,MAAM,GACJ,MAAM,CAIlB;AAxXD;;;GAGG;AACH,iCAFU,MAAM,CAE6B;AAS7C;;;GAGG;AACH,+BAFU,MAAM,CAEkB;AAElC;;;GAGG;AACH,8BAFU,MAAM,CAEiB;AAEjC;;;GAGG;AACH,gCAFU,MAAM,CAEmB;AAEnC;;;;GAIG;AACH,+BAFU,MAAM,CAEkB;AAElC;;;GAGG;AACH,oCAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,wCAFU,MAAM,CAE2B;AAM3C;;;GAGG;AACH,iCAFU,MAAM,CAEoB;AAEpC;;;;GAIG;AACH,oCAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,mCAFU,MAAM,CAEsB;AAEtC;;;;GAIG;AACH,oCAFU,MAAM,CAEuB;AAEvC;;;;;GAKG;AACH,oCAFU,MAAM,CAEuB;AAEvC;;;;GAIG;AACH,gCAFU,MAAM,CAEoB;AAEpC;;;;GAIG;AACH,iCAFU,MAAM,CAEoB;AAEpC;;;GAGG;AACH,kCAFU,MAAM,CAE0D;AAE1E;;;;GAIG;AACH,+BAFU,MAAM,CAEqB;AAQrC;;;;GAIG;AACH,oCAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,mCAFU,MAAM,CAEsB;AAEtC;;;GAGG;AACH,oCAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,kCAFU,MAAM,CAEqB;AAErC;;;GAGG;AACH,oCAFU,MAAM,CAEwB;AAExC;;;GAGG;AACH,kCAFU,MAAM,CAEsB;AAEtC;;;GAGG;AACH,qCAFU,MAAM,CAEyB;AAEzC;;;;GAIG;AACH,8BAFU,MAAM,CAEoB;AAEpC;;;GAGG;AACH,mCAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,mCAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,0CAFU,MAAM,CAE8B;AAE9C;;;;GAIG;AACH,yCAFU,MAAM,CAE+B;AAE/C;;;;GAIG;AACH,qCAFU,MAAM,CAE2B;AAE3C;;;GAGG;AACH,qCAFU,MAAM,CAEwB;AAExC;;;;;;;;GAQG;AACH,sCAFU,MAAM,CAE8B;AAE9C;;;GAGG;AACH,qCAFU,MAAM,CAEiC;AAEjD;;;;;GAKG;AACH,mCAFU,MAAM,CAE+B;AAE/C;;;;;;;GAOG;AACH,gCAFU,MAAM,CAE6D;AAE7E;;;;GAIG;AACH,oCAFU,MAAM,CAEyB;AAEzC;;;;;GAKG;AACH,gCAFU,MAAM,CAEsB;AAEtC;;;;GAIG;AACH,mCAFU,MAAM,CAE0C;AAE1D;;;;GAIG;AACH,2CAFU,MAAM,CAEgC;AAEhD;;;GAGG;AACH,qCAFU,MAAM,CAEyB;AAiBzC;;;;;;;GAOG;AACH,mCAFU,MAAM,CAEsB;AAEtC;;;;;GAKG;AACH,uCAFU,MAAM,CAE8B;AAE9C;;;;;GAKG;AACH,8BAFU,MAAM,CAEkB;AAElC;;;;;GAKG;AACH,uCAFU,MAAM,CAE0B;AAE1C;;;;;;;;GAQG;AACH,wCAFU,MAAM,CAE2B;AAE3C;;;;;GAKG;AACH,+BAFU,MAAM,CAEuC;AAEvD;;;;GAIG;AACH,0CAFU,MAAM,CAEgC;AAEhD;;;;;GAKG;AACH,gCAFU,MAAM,CAEuB;AAkBvC;;;;GAIG;AACH,kCAFU,MAAM,CAEqB;AAQrC;;;GAGG;AACH,kCAFU,MAAM,CAEqB;AAErC;;;;GAIG;AACH,6BAFU,MAAM,CAEgB;AAEhC;;;GAGG;AACH,kCAFU,MAAM,CAEqB;AAErC;;;GAGG;AACH,sCAFU,MAAM,CAEyB;AAEzC;;;GAGG;AACH,oCAFU,MAAM,CAEuB;AAEvC;;;;GAIG;AACH,qCAFU,MAAM,CAEmF;AAOnG;;;;GAIG;AACH,yCAFU,MAAM,CAE6B;AAE7C;;;GAGG;AACH,8BAFU,MAAM,CAEiB;AAEjC;;;GAGG;AACH,yCAFU,MAAM,CAE4B;AAE5C;;;GAGG;AACH,wCAFU,MAAM,CAE4B;AAE5C;;;;GAIG;AACH,gCAFU,MAAM,CAEmB;AAEnC;;;GAGG;AACH,kCAFU,MAAM,CAEuB;AAEvC;;;;GAIG;AACH,uCAFU,MAAM,CAE4B;AAE5C;;;GAGG;AACH,iCAFU,MAAM,CAEoB;AAEpC;;;GAGG;AACH,uCAFU,MAAM,CAE4B;AAE5C;;;;;;;;GAQG;AACH,oCAFU,MAAM,CAEiG;AAEjH;;;;GAIG;AACH,wCAFU,MAAM,CAE2B"}
@@ -230,7 +230,7 @@ export const PROBE_RELOCATION_STEPS = 3;
230
230
  export const PROBE_RAY_ORIGIN_JITTER = 1 / 16;
231
231
 
232
232
  /**
233
- * The stream of a ray's noise (`probe_clipmap_ray_noise`) that jitters its direction inside its texel.
233
+ * The stream that seeds a texel's jitter sequences (`probe_clipmap_ray_jitter`), which place its rays inside it.
234
234
  * @type {number}
235
235
  */
236
236
  export const PROBE_RAY_NOISE_JITTER = 0x510E527F;
@@ -488,6 +488,29 @@ export const PROBE_RECEIVER_BIAS = 0.1;
488
488
  */
489
489
  export const PROBE_RECEIVER_BIAS_VIEW = 0.2;
490
490
 
491
+ /**
492
+ * Corner steps of a probe cascade's window: one lattice cell, as the bricks' (§8.1).
493
+ * @type {number}
494
+ */
495
+ export const PROBE_CASCADE_STEP = 1;
496
+
497
+ /**
498
+ * Cells past half a step the anchor goes from a window's centre before it moves: the bricks' value.
499
+ * @type {number}
500
+ */
501
+ export const PROBE_CASCADE_HYSTERESIS = 0.1;
502
+
503
+ /**
504
+ * Cells a cascade's selection box keeps inside half its window's N lattice points, measured from the anchor
505
+ * (§9.1, "Selection"): the cage window's far face sits one cell short of N/2 past the window's centre, the
506
+ * window's centre lags the anchor by up to half a step and the hysteresis, and the receiver bias moves a
507
+ * point up to its length. A box of N/2 less this around the anchor holds every point whose biased cage is in
508
+ * the window, as `GPUProbeClipmap` places the whole stack each frame and so holds every window within the
509
+ * hysteresis of the anchor.
510
+ * @type {number}
511
+ */
512
+ export const PROBE_SELECTION_INSET = 1 + PROBE_CASCADE_STEP / 2 + PROBE_CASCADE_HYSTERESIS + PROBE_RECEIVER_BIAS;
513
+
491
514
  /**
492
515
  * The neighbours a radiance texel re-samples an update when the frame re-samples (`shader_probe_clipmap_resample`):
493
516
  * distinct ones of the probe's 26 in its cascade's 3×3×3, picked afresh each update. Enshrouded's 4:1.