@woosh/meep-engine 3.61.2 → 3.62.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (645) hide show
  1. package/CHANGELOG.md +111 -0
  2. package/package.json +1 -1
  3. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -1
  4. package/src/engine/graphics3/PickingSystem.js +415 -413
  5. package/src/engine/graphics3/decal/GPUDecalRenderer.d.ts.map +1 -1
  6. package/src/engine/graphics3/decal/GPUDecalRenderer.js +2 -1
  7. package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
  8. package/src/engine/graphics3/decal/shader_decal_composite.js +26 -16
  9. package/src/engine/graphics3/decal/shader_decal_tile_copy.d.ts.map +1 -1
  10. package/src/engine/graphics3/decal/shader_decal_tile_copy.js +6 -11
  11. package/src/engine/graphics3/highlight/GPUHighlightRenderer.d.ts.map +1 -1
  12. package/src/engine/graphics3/highlight/GPUHighlightRenderer.js +6 -2
  13. package/src/engine/graphics3/highlight/shader_highlight_outline.d.ts.map +1 -1
  14. package/src/engine/graphics3/highlight/shader_highlight_outline.js +167 -150
  15. package/src/engine/graphics3/shader_picking_gather.d.ts.map +1 -1
  16. package/src/engine/graphics3/shader_picking_gather.js +133 -120
  17. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  18. package/src/shade/device/mock/SoftwareGPUTexture.d.ts.map +1 -1
  19. package/src/shade/device/mock/SoftwareGPUTexture.js +11 -0
  20. package/src/shade/device/pipeline/rp_validate_and_rewrite_for_color_attachments.js +1 -1
  21. package/src/shade/playground/contact_shadows/ContactShadowLab.js +6 -6
  22. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.d.ts.map +1 -1
  23. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.js +6 -4
  24. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.d.ts.map +1 -1
  25. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.js +6 -4
  26. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.d.ts.map +1 -1
  27. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.js +6 -4
  28. package/src/shade/playground/probe_clipmap/README.md +3 -4
  29. package/src/shade/playground/probe_clipmap/index.html +5 -13
  30. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
  31. package/src/shade/playground/probe_clipmap/main.js +0 -5
  32. package/src/shade/playground/probe_clipmap_box/README.md +1 -1
  33. package/src/shade/playground/probe_clipmap_box/index.html +1 -1
  34. package/src/shade/playground/ssr_reprojection/SpatialFilterProbe.js +1 -1
  35. package/src/shade/playground/ssr_variance/capture.js +1 -1
  36. package/src/shade/renderer/Renderer.d.ts +2 -2
  37. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  38. package/src/shade/renderer/Renderer.js +90 -64
  39. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.d.ts.map +1 -1
  40. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.js +3 -1
  41. package/src/shade/renderer/deferred/chunk_ss_trace_contact_shadow_soft.d.ts.map +1 -1
  42. package/src/shade/renderer/deferred/chunk_ss_trace_contact_shadow_soft.js +5 -4
  43. package/src/shade/renderer/deferred/shader_deferred_main.d.ts.map +1 -1
  44. package/src/shade/renderer/deferred/shader_deferred_main.js +6 -4
  45. package/src/shade/renderer/extension/GBufferTextures.d.ts +5 -1
  46. package/src/shade/renderer/extension/GBufferTextures.d.ts.map +1 -1
  47. package/src/shade/renderer/extension/GBufferTextures.js +5 -1
  48. package/src/shade/renderer/extension/ViewTextures.d.ts +11 -7
  49. package/src/shade/renderer/extension/ViewTextures.d.ts.map +1 -1
  50. package/src/shade/renderer/extension/ViewTextures.js +17 -13
  51. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  52. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  53. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
  54. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  55. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  56. package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.d.ts +2 -0
  57. package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.d.ts.map +1 -1
  58. package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.js +2 -0
  59. package/src/shade/renderer/gbuffer/G_BUFFER_COLOR_TARGETS.d.ts.map +1 -1
  60. package/src/shade/renderer/gbuffer/G_BUFFER_COLOR_TARGETS.js +8 -5
  61. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.d.ts +10 -0
  62. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.d.ts.map +1 -0
  63. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.js +54 -0
  64. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +85 -36
  65. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  66. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +813 -412
  67. package/src/shade/renderer/geometry/sdf/MESH_SDF.d.ts +7 -0
  68. package/src/shade/renderer/geometry/sdf/MESH_SDF.d.ts.map +1 -1
  69. package/src/shade/renderer/geometry/sdf/MESH_SDF.js +8 -0
  70. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.d.ts +14 -0
  71. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.d.ts.map +1 -0
  72. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.js +35 -0
  73. package/src/shade/renderer/geometry/sdf/MESH_SDF_STRUCT.d.ts.map +1 -1
  74. package/src/shade/renderer/geometry/sdf/MESH_SDF_STRUCT.js +0 -4
  75. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.d.ts +55 -10
  76. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.d.ts.map +1 -1
  77. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.js +86 -16
  78. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.d.ts +2 -2
  79. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.d.ts.map +1 -1
  80. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.js +28 -2
  81. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.d.ts +54 -0
  82. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.d.ts.map +1 -0
  83. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.js +146 -0
  84. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts +1 -1
  85. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts.map +1 -1
  86. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.js +2 -1
  87. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.d.ts +18 -0
  88. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.d.ts.map +1 -0
  89. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.js +66 -0
  90. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.d.ts +17 -0
  91. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.d.ts.map +1 -0
  92. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.js +66 -0
  93. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts +5 -3
  94. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts.map +1 -1
  95. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.js +15 -14
  96. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.d.ts +2 -1
  97. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.d.ts.map +1 -1
  98. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.js +12 -3
  99. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.d.ts +21 -0
  100. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.d.ts.map +1 -0
  101. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.js +84 -0
  102. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.d.ts +53 -0
  103. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.d.ts.map +1 -0
  104. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.js +343 -0
  105. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.d.ts +3 -3
  106. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.d.ts.map +1 -1
  107. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.js +9 -5
  108. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.d.ts +2 -2
  109. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.d.ts.map +1 -1
  110. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.js +3 -2
  111. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.d.ts +69 -0
  112. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.d.ts.map +1 -0
  113. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.js +294 -0
  114. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.d.ts +16 -0
  115. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.d.ts.map +1 -0
  116. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.js +36 -0
  117. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts +126 -0
  118. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts.map +1 -0
  119. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.js +148 -0
  120. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.d.ts +10 -0
  121. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.d.ts.map +1 -0
  122. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.js +140 -0
  123. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.d.ts +8 -0
  124. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.d.ts.map +1 -0
  125. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.js +76 -0
  126. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.d.ts +9 -0
  127. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.d.ts.map +1 -1
  128. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.js +23 -0
  129. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.d.ts +13 -0
  130. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.d.ts.map +1 -0
  131. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.js +23 -0
  132. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts +7 -5
  133. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts.map +1 -1
  134. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.js +29 -16
  135. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.d.ts +262 -0
  136. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.d.ts.map +1 -0
  137. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.js +1819 -0
  138. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.d.ts +118 -0
  139. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.d.ts.map +1 -0
  140. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.js +204 -0
  141. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.d.ts +66 -0
  142. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.d.ts.map +1 -0
  143. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.js +103 -0
  144. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.d.ts +19 -0
  145. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.d.ts.map +1 -0
  146. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.js +23 -0
  147. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.d.ts +15 -0
  148. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.d.ts.map +1 -0
  149. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.js +70 -0
  150. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.d.ts +13 -0
  151. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.d.ts.map +1 -0
  152. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.js +35 -0
  153. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.d.ts +32 -0
  154. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.d.ts.map +1 -0
  155. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.js +111 -0
  156. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.d.ts +17 -0
  157. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.d.ts.map +1 -0
  158. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.js +49 -0
  159. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.d.ts +13 -0
  160. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.d.ts.map +1 -0
  161. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.js +35 -0
  162. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.d.ts +24 -0
  163. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.d.ts.map +1 -0
  164. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.js +169 -0
  165. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.d.ts +19 -0
  166. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.d.ts.map +1 -0
  167. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.js +49 -0
  168. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.d.ts +19 -0
  169. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.d.ts.map +1 -0
  170. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.js +67 -0
  171. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.d.ts +78 -0
  172. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.d.ts.map +1 -0
  173. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.js +320 -0
  174. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.d.ts +15 -0
  175. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.d.ts.map +1 -0
  176. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.js +48 -0
  177. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.d.ts +51 -0
  178. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.d.ts.map +1 -0
  179. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.js +109 -0
  180. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.d.ts +11 -0
  181. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.d.ts.map +1 -0
  182. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.js +51 -0
  183. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.d.ts +26 -0
  184. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.d.ts.map +1 -0
  185. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.js +453 -0
  186. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.d.ts +12 -0
  187. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.d.ts.map +1 -0
  188. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.js +99 -0
  189. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.d.ts +22 -0
  190. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.d.ts.map +1 -0
  191. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.js +140 -0
  192. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts +32 -0
  193. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts.map +1 -0
  194. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.js +261 -0
  195. package/src/shade/renderer/geometry/virtual/runtime/VirtualGeometry.d.ts +2 -2
  196. package/src/shade/renderer/geometry/virtual/runtime/VirtualGeometry.js +2 -2
  197. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts +9 -3
  198. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts.map +1 -1
  199. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.js +40 -32
  200. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.d.ts.map +1 -1
  201. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.js +14 -15
  202. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts +6 -6
  203. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.js +7 -7
  204. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_debug_draw.d.ts.map +1 -1
  205. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_debug_draw.js +7 -3
  206. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_diffuse.js +1 -1
  207. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.d.ts.map +1 -1
  208. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.js +5 -3
  209. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_specular.d.ts.map +1 -1
  210. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_specular.js +1 -3
  211. package/src/shade/renderer/global_illumination/ibl/shader_diffuse_IBL.js +1 -1
  212. package/src/shade/renderer/global_illumination/ibl/shader_specular_IBL.js +2 -2
  213. package/src/shade/renderer/global_illumination/lpv/shader_diffuse_LPV.js +1 -1
  214. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts +15 -7
  215. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
  216. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +82 -17
  217. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts +26 -19
  218. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts.map +1 -1
  219. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.js +226 -148
  220. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts +25 -52
  221. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts.map +1 -1
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  634. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.js +0 -113
  635. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.d.ts +0 -30
  636. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.d.ts.map +0 -1
  637. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.js +0 -146
  638. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_cards.d.ts +0 -34
  639. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_cards.d.ts.map +0 -1
  640. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts +0 -31
  641. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts.map +0 -1
  642. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.js +0 -82
  643. package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.d.ts +0 -3
  644. package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.d.ts.map +0 -1
  645. package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.js +0 -104
@@ -1,146 +0,0 @@
1
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
2
- import { ComputeShader } from "../../../shader/ComputeShader.js";
3
- import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
4
- import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
- import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
6
- import { chunk_mesh_sdf_bake, MESH_SDF_ARENA_RESOURCE } from "../bake/chunk_mesh_sdf_bake.js";
7
- import { MESH_SDF_HEADERS_RESOURCE } from "../MESH_SDF_RESOURCES.js";
8
- import { chunk_mesh_cards } from "./chunk_mesh_cards.js";
9
- import { MESH_CARD_DIRECTIONS } from "./MESH_CARDS.js";
10
-
11
- /**
12
- * @type {WebGPUStruct}
13
- */
14
- export const MESH_CARDS_SPLIT_SETTINGS = WebGPUStruct.from({
15
- /** the geometry whose cards are placed */
16
- geometry: u32,
17
- }, "MeshCardsSplitSettings");
18
-
19
- const resources = new ShaderResourceSetDescriptor();
20
-
21
- resources.setImmediate("settings", MESH_CARDS_SPLIT_SETTINGS);
22
-
23
- resources.createGroup()
24
- .add(MESH_SDF_HEADERS_RESOURCE)
25
- .add(MESH_SDF_ARENA_RESOURCE);
26
-
27
- /**
28
- * Card placement, step 2 (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.5): a thread a direction runs its
29
- * greedy search. The direction starts with one card over the whole grid, its outer projection, and
30
- * each split takes the layer that newly covers the most run starts.
31
- *
32
- * Within a direction the cards partition the layers. A run start (m, z) lies in the card whose
33
- * layers hold z, and is covered when that card's near face is at or before m. A split of card
34
- * [k₀, k₁) at layer s gives the far part [s, k₁), which newly covers the uncovered run starts with
35
- * k₀ < m ≤ s ≤ z < k₁. The near part keeps its own, so coverage never shrinks. That count is a
36
- * rectangle of the (m, z) histogram, read from its 2-D prefix sums in four loads.
37
- *
38
- * A direction's gains never grow from one split to the next, and splits along one direction leave
39
- * the others' gains alone. Merging the six directions' sequences by gain is therefore the greedy
40
- * search over all six, which the merge does. The splits are written in the order taken, (gain,
41
- * layer) each, MESH_CARD_SPLITS_MAX at most; the first gain of 0 ends the sequence.
42
- *
43
- * Runs on the device as the bake does, a pass with nothing to wait on, though the six threads do
44
- * work a frame's passes must not: the prefix sums over every (m, z) of the direction, and up to 26
45
- * scans of its layers. It runs once for each geometry that turns resident.
46
- *
47
- * @type {ComputeShader}
48
- */
49
- export const shader_mesh_cards_split = ComputeShader.from({
50
- label: "Mesh Cards Split",
51
- resources,
52
- body: CodeChunk.from(
53
- //language=WGSL
54
- `
55
- /** whether layer k starts a card, two words for up to 64 layers */
56
- fn mesh_cards_starts(bounds: vec2<u32>, layer: u32) -> bool {
57
- return ((bounds[layer >> 5u] >> (layer & 31u)) & 1u) != 0u;
58
- }
59
-
60
- fn mesh_cards_histogram_at(histogram: u32, stride: u32, m: i32, z: i32) -> u32 {
61
- if (m < 0 || z < 0) {
62
- return 0u;
63
- }
64
-
65
- return atomicLoad(&mesh_sdf_indirection[histogram + u32(m) * stride + u32(z)]);
66
- }
67
-
68
- /** run starts with m in [m0, m1] and z in [z0, z1], from the prefix sums */
69
- fn mesh_cards_rectangle(histogram: u32, stride: u32, m0: i32, m1: i32, z0: i32, z1: i32) -> u32 {
70
- if (m0 > m1 || z0 > z1) {
71
- return 0u;
72
- }
73
-
74
- return mesh_cards_histogram_at(histogram, stride, m1, z1)
75
- + mesh_cards_histogram_at(histogram, stride, m0 - 1, z0 - 1)
76
- - mesh_cards_histogram_at(histogram, stride, m0 - 1, z1)
77
- - mesh_cards_histogram_at(histogram, stride, m1, z0 - 1);
78
- }
79
-
80
- @compute @workgroup_size(${MESH_CARD_DIRECTIONS})
81
- fn main(@builtin(local_invocation_index) direction: u32) {
82
- let header = mesh_sdf_headers[settings.geometry];
83
- let parts = mesh_card_placement_of(header.bricks);
84
- let layers = mesh_card_extent(header.bricks, direction).x;
85
- let stride = parts.layers;
86
-
87
- let histogram = header.cards + parts.histograms + direction * stride * stride;
88
-
89
- // the 2-D inclusive prefix sums, in place
90
- for (var m = 0; m < i32(layers); m++) {
91
- for (var z = 0; z < i32(layers); z++) {
92
- let sum = atomicLoad(&mesh_sdf_indirection[histogram + u32(m) * stride + u32(z)])
93
- + mesh_cards_histogram_at(histogram, stride, m - 1, z)
94
- + mesh_cards_histogram_at(histogram, stride, m, z - 1)
95
- - mesh_cards_histogram_at(histogram, stride, m - 1, z - 1);
96
-
97
- atomicStore(&mesh_sdf_indirection[histogram + u32(m) * stride + u32(z)], sum);
98
- }
99
- }
100
-
101
- let splits = header.cards + parts.splits + direction * MESH_CARD_SPLITS_MAX * 2u;
102
-
103
- // layer 0 starts the whole-grid card
104
- var bounds = vec2<u32>(1u, 0u);
105
-
106
- for (var step = 0u; step < MESH_CARD_SPLITS_MAX; step++) {
107
- var best_gain = 0u;
108
- var best_layer = 0u;
109
-
110
- // card by card, each [near, far), every layer inside it a candidate
111
- var near = 0u;
112
-
113
- while (near < layers) {
114
- var far = near + 1u;
115
-
116
- while (far < layers && !mesh_cards_starts(bounds, far)) {
117
- far++;
118
- }
119
-
120
- for (var s = near + 1u; s < far; s++) {
121
- let gain = mesh_cards_rectangle(histogram, stride, i32(near) + 1, i32(s), i32(s), i32(far) - 1);
122
-
123
- if (gain > best_gain) {
124
- best_gain = gain;
125
- best_layer = s;
126
- }
127
- }
128
-
129
- near = far;
130
- }
131
-
132
- if (best_gain == 0u) {
133
- break;
134
- }
135
-
136
- atomicStore(&mesh_sdf_indirection[splits + 2u * step], best_gain);
137
- atomicStore(&mesh_sdf_indirection[splits + 2u * step + 1u], best_layer);
138
-
139
- bounds[best_layer >> 5u] |= 1u << (best_layer & 31u);
140
- }
141
- }
142
- `, [
143
- chunk_mesh_sdf_bake,
144
- chunk_mesh_cards,
145
- ]),
146
- });
@@ -1,34 +0,0 @@
1
- /**
2
- * @param {Object} options
3
- * @param {FrameGraph} options.graph
4
- * @param {GPUViewContext} options.view
5
- * @param {number[]} options.resolution
6
- * @param {GPUMeshCardSets} options.cards
7
- * @param {GPUBuffer} options.rows the row → card set table
8
- * @returns {number} graph handle of the `rgba8unorm` image
9
- */
10
- export function graph_probe_clipmap_debug_mesh_cards({ graph, view, resolution, cards, rows }: {
11
- graph: FrameGraph;
12
- view: GPUViewContext;
13
- resolution: number[];
14
- cards: GPUMeshCardSets;
15
- rows: GPUBuffer;
16
- }): number;
17
- /**
18
- * The view's scene through its geometry caches and cards: each pixel's camera ray is marched through
19
- * the meshes' sparse fields as in {@link ProbeClipmapDebugView.MeshSDF}, and at the nearest hit the
20
- * row's card set is asked what the surface is (`mesh_card_surface`), with the field's normal there
21
- * and at the tolerance of a hit as exact as the mesh's own voxel. It shows the diffuse albedo plus
22
- * emissive the cards hold.
23
- *
24
- * Purple is a row with no card set readers may use yet; dark red a point no card sees, which a GI
25
- * hit would give the material's mean.
26
- *
27
- * @type {ImageShader}
28
- */
29
- export const shader_probe_clipmap_debug_mesh_cards: ImageShader;
30
- export type FrameGraph = import("../../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
31
- export type GPUViewContext = import("../../../view/GPUViewContext.js").GPUViewContext;
32
- export type GPUMeshCardSets = import("../../../geometry/sdf/cards/GPUMeshCardSets.js").GPUMeshCardSets;
33
- import { ImageShader } from "../../../shader/ImageShader.js";
34
- //# sourceMappingURL=graph_probe_clipmap_debug_mesh_cards.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"graph_probe_clipmap_debug_mesh_cards.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_cards.js"],"names":[],"mappings":"AA0IA;;;;;;;;GAQG;AACH;IAP+B,KAAK,EAAzB,UAAU;IACc,IAAI,EAA5B,cAAc;IACI,UAAU,EAA5B,MAAM,EAAE;IACiB,KAAK,EAA9B,eAAe;IACI,IAAI;IACrB,MAAM,CA2ClB;AAzED;;;;;;;;;;;GAWG;AACH,oDAFU,WAAW,CAWlB;yBAvGU,OAAO,iEAAiE,EAAE,UAAU;6BACpF,OAAO,iCAAiC,EAAE,cAAc;8BACxD,OAAO,gDAAgD,EAAE,eAAe;4BATzD,gCAAgC"}
@@ -1,31 +0,0 @@
1
- /**
2
- * The tolerance a card's depth is held to at a GI hit, in voxels of the hit's brick cascade: a hit is
3
- * only as exact as its cascade, and UE's bias for a global-SDF hit is three half-voxels of its clipmap
4
- * (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.6).
5
- * @type {number}
6
- */
7
- export const PROBE_HIT_SURFACE_TOLERANCE_VOXELS: number;
8
- /**
9
- * What a GI hit's surface is (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.6), its diffuse albedo and its
10
- * emissive, from the `meshes` row the hit is on:
11
- *
12
- * ```wgsl
13
- * fn probe_clipmap_hit_surface(row: u32, position: vec3<f32>, normal: vec3<f32>, voxel: f32) -> ProbeClipmapHitSurface
14
- * ```
15
- *
16
- * - **The cards**: the row's card set, when it has one readers may use, asked at the hit moved into
17
- * the geometry's local space through its node, the normal by the transpose of the node's linear
18
- * part, and the tolerance {@link PROBE_HIT_SURFACE_TOLERANCE_VOXELS} voxels of the hit's cascade,
19
- * `voxel`, in local units by the transform's mean scale, the cube root of its determinant.
20
- * - **Black**, where no card set is resident or no card sees the hit, as UE's Lumen leaves a hit no
21
- * card covers: a surface whose albedo is not known brings back no light rather than light it may not
22
- * have. The cost is energy, never invented energy: a material's colour factor is all of a flat one's
23
- * albedo but only the bound of a textured one's, and in Sponza it made the bounce-lit gallery 60%
24
- * brighter on screen (§6.6).
25
- * - **Row 0** names no object, the scene root never being a mesh: the hit is black.
26
- *
27
- * @type {CodeChunk}
28
- */
29
- export const chunk_probe_clipmap_hit_surface: CodeChunk;
30
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
31
- //# sourceMappingURL=chunk_probe_clipmap_hit_surface.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"chunk_probe_clipmap_hit_surface.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.js"],"names":[],"mappings":"AASA;;;;;GAKG;AACH,iDAFU,MAAM,CAEsC;AAEtD;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,8CAFU,SAAS,CA0CZ;0BAvEmB,uCAAuC"}
@@ -1,82 +0,0 @@
1
- import { GPU_DATABASE_NULL } from "../../../buffer/table/GPU_DATABASE_NULL.js";
2
- import { chunk_mesh_card_surface } from "../../../geometry/sdf/cards/chunk_mesh_card_surface.js";
3
- import { MESH_CARD_ROWS_RESOURCE } from "../../../geometry/sdf/cards/MESH_CARD_RESOURCES.js";
4
- import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
5
- import { SCENE_DATABASE_RESOURCE } from "../../../scene/SCENE_DATABASE_RESOURCE.js";
6
- import { chunk_mat4_inverse } from "../../../shader/chunk/geometry/mat4/chunk_mat4_inverse.js";
7
- import { chunk_mat4_linear_determinant } from "../../../shader/chunk/geometry/mat4/chunk_mat4_linear_determinant.js";
8
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
9
-
10
- /**
11
- * The tolerance a card's depth is held to at a GI hit, in voxels of the hit's brick cascade: a hit is
12
- * only as exact as its cascade, and UE's bias for a global-SDF hit is three half-voxels of its clipmap
13
- * (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.6).
14
- * @type {number}
15
- */
16
- export const PROBE_HIT_SURFACE_TOLERANCE_VOXELS = 1.5;
17
-
18
- /**
19
- * What a GI hit's surface is (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §6.6), its diffuse albedo and its
20
- * emissive, from the `meshes` row the hit is on:
21
- *
22
- * ```wgsl
23
- * fn probe_clipmap_hit_surface(row: u32, position: vec3<f32>, normal: vec3<f32>, voxel: f32) -> ProbeClipmapHitSurface
24
- * ```
25
- *
26
- * - **The cards**: the row's card set, when it has one readers may use, asked at the hit moved into
27
- * the geometry's local space through its node, the normal by the transpose of the node's linear
28
- * part, and the tolerance {@link PROBE_HIT_SURFACE_TOLERANCE_VOXELS} voxels of the hit's cascade,
29
- * `voxel`, in local units by the transform's mean scale, the cube root of its determinant.
30
- * - **Black**, where no card set is resident or no card sees the hit, as UE's Lumen leaves a hit no
31
- * card covers: a surface whose albedo is not known brings back no light rather than light it may not
32
- * have. The cost is energy, never invented energy: a material's colour factor is all of a flat one's
33
- * albedo but only the bound of a textured one's, and in Sponza it made the bounce-lit gallery 60%
34
- * brighter on screen (§6.6).
35
- * - **Row 0** names no object, the scene root never being a mesh: the hit is black.
36
- *
37
- * @type {CodeChunk}
38
- */
39
- export const chunk_probe_clipmap_hit_surface = CodeChunk.from(
40
- //language=WGSL
41
- `
42
- struct ProbeClipmapHitSurface {
43
- albedo: vec3<f32>,
44
- emissive: vec3<f32>,
45
- }
46
-
47
- fn probe_clipmap_hit_surface(row: u32, position: vec3<f32>, normal: vec3<f32>, voxel: f32) -> ProbeClipmapHitSurface {
48
- var out: ProbeClipmapHitSurface;
49
-
50
- if (row == 0u) {
51
- return out;
52
- }
53
-
54
- let card_set = mesh_card_rows[row];
55
-
56
- if (card_set != ${GPU_DATABASE_NULL}u) {
57
- let global = scene_read_node(&scene_database, scene_read_mesh(&scene_database, row).node).global;
58
- let linear = mat3x3<f32>(global[0].xyz, global[1].xyz, global[2].xyz);
59
-
60
- let p = (mat4_inverse(global) * vec4<f32>(position, 1.0)).xyz;
61
- let n = normalize(transpose(linear) * normal);
62
- let scale = pow(abs(mat4_linear_determinant(global)), 1.0 / 3.0);
63
-
64
- let seen = mesh_card_surface(card_set, p, n, ${PROBE_HIT_SURFACE_TOLERANCE_VOXELS.toFixed(1)} * voxel / scale);
65
-
66
- if (seen.found) {
67
- out.albedo = seen.albedo;
68
- out.emissive = seen.emissive;
69
- }
70
- }
71
-
72
- return out;
73
- }
74
- `, [
75
- chunk_scene_database_access,
76
- chunk_mat4_inverse,
77
- chunk_mat4_linear_determinant,
78
- chunk_mesh_card_surface,
79
- ]);
80
-
81
- chunk_probe_clipmap_hit_surface.requireResource(SCENE_DATABASE_RESOURCE);
82
- chunk_probe_clipmap_hit_surface.requireResource(MESH_CARD_ROWS_RESOURCE);
@@ -1,3 +0,0 @@
1
- export const shader_downsample_encoded_normal: ImageShader;
2
- import { ImageShader } from "../../shader/ImageShader.js";
3
- //# sourceMappingURL=shader_downsample_encoded_normal.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"shader_downsample_encoded_normal.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.js"],"names":[],"mappings":"AA8FA,2DASG;4BA/FyB,6BAA6B"}
@@ -1,104 +0,0 @@
1
- import { chunk_decode_g_buffer_normal } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
2
- import { chunk_encode_g_buffer_normal } from "../../shader/chunk/geometry/normal/chunk_encode_g_buffer_normal.js";
3
- import { chunk_texel_coordinate_to_uv } from "../../shader/chunk/texture/chunk_texel_coordinate_to_uv.js";
4
- import { chunk_uv_to_texel_coordinate } from "../../shader/chunk/texture/chunk_uv_to_texel_coordinate.js";
5
- import {
6
- chunk_texture_sample_bilinear_exact
7
- } from "../../shader/chunk/texture/sample/chunk_texture_sample_bilinear_exact.js";
8
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
- import { ImageShader } from "../../shader/ImageShader.js";
10
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
11
- import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
12
-
13
- const resources = new ShaderResourceSetDescriptor();
14
-
15
- // per-pass, eight bytes, read-only: immediate data rather than a uniform buffer
16
- resources.setImmediate("output_resolution", "vec2<f32>");
17
- resources.createGroup()
18
- .addTexture("tInput", "uint")
19
- ;
20
-
21
- const body = CodeChunk.from(
22
- //language=WGSL
23
- `
24
- @fragment
25
- fn main(
26
- @builtin(position) coord: vec4<f32>,
27
- @location(0) uv: vec2<f32>,
28
- ) -> @location(0) vec4<u32> {
29
-
30
- let output_texel_uv_size = 1.0 / output_resolution;
31
-
32
- let input_size_f = vec2<f32>(textureDimensions(tInput,0));
33
-
34
- // get scale
35
- let scale = input_size_f / output_resolution ;
36
-
37
- // sample quad
38
- const offsets = array<vec2<u32>,4>(
39
- vec2(0,0),
40
- vec2(1,0),
41
- vec2(0,1),
42
- vec2(1,1),
43
- );
44
-
45
- // TODO we can potentially skip decoding
46
-
47
- var direction_sum_0 = vec3();
48
- var direction_sum_1 = vec3();
49
-
50
- for(var i = 0; i < 4; i++){
51
-
52
- let input_coord = vec2<u32>( coord.xy * scale + offset );
53
-
54
- if(input_coord >= vec2<u32>(input_size_f)){
55
- // outside of the sampling region
56
- continue;
57
- }
58
-
59
- // distance to center
60
- let input_uv = texel_coordinate_to_uv(input_coord, vec2<u32>(input_size_f));
61
-
62
- let output_coord = uv_to_texel_coordinate(input_uv, vec2<u32>(output_resolution));
63
-
64
- let distance = distance(output_coord, coord.xy);
65
-
66
- let texel = textureLoad(
67
- tInput,
68
- input_coord,
69
- 0
70
- );
71
-
72
- let normal_0 = decode_g_buffer_normal(texel.xy);
73
- let normal_1 = decode_g_buffer_normal(texel.zw);
74
-
75
- let weight = saturate( 1.7 - distance);
76
-
77
- direction_sum_0 += normal_0 * weight;
78
- direction_sum_1 += normal_1 * weight;
79
- }
80
-
81
- return vec4(
82
- encode_g_buffer_normal(normalize(direction_sum_0)),
83
- encode_g_buffer_normal(normalize(direction_sum_1)),
84
- );
85
- }
86
- `, [
87
- chunk_texture_sample_bilinear_exact,
88
- chunk_texel_coordinate_to_uv,
89
- chunk_uv_to_texel_coordinate,
90
- chunk_decode_g_buffer_normal,
91
- chunk_encode_g_buffer_normal,
92
- ]
93
- );
94
-
95
- export const shader_downsample_encoded_normal = new ImageShader({
96
- descriptor: ShaderDescriptor.from({
97
- label: "Reduce RGBA octahedral normal",
98
- resources,
99
- body,
100
- }),
101
- targets: [{
102
- format: "rgba16uint"
103
- }]
104
- });