@woosh/meep-engine 3.64.1 → 3.65.0

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 (324) hide show
  1. package/CHANGELOG.md +85 -0
  2. package/build/bundle-worker-image-decoder.js +1 -1
  3. package/build/bundle-worker-terrain.js +1 -1
  4. package/package.json +1 -1
  5. package/src/core/binary/BinaryBuffer.d.ts +5 -0
  6. package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
  7. package/src/core/binary/BinaryBuffer.js +39 -5
  8. package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.d.ts +65 -6
  9. package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.d.ts.map +1 -1
  10. package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.js +451 -101
  11. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts +4 -2
  12. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts.map +1 -1
  13. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.js +4 -2
  14. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_fill_small_holes.d.ts +8 -1
  15. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_fill_small_holes.d.ts.map +1 -1
  16. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_fill_small_holes.js +45 -10
  17. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_face_find_path_polyanya.d.ts.map +1 -1
  18. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_face_find_path_polyanya.js +237 -119
  19. package/src/engine/graphics/ecs/grass/GrassSpecies.d.ts +143 -0
  20. package/src/engine/graphics/ecs/grass/GrassSpecies.d.ts.map +1 -0
  21. package/src/engine/graphics/ecs/grass/GrassSpecies.js +189 -0
  22. package/src/engine/graphics/ecs/grass/GrassSurface.d.ts +25 -0
  23. package/src/engine/graphics/ecs/grass/GrassSurface.d.ts.map +1 -0
  24. package/src/engine/graphics/ecs/grass/GrassSurface.js +32 -0
  25. package/src/engine/graphics/ecs/grass/GroundCover.d.ts +68 -0
  26. package/src/engine/graphics/ecs/grass/GroundCover.d.ts.map +1 -0
  27. package/src/engine/graphics/ecs/grass/GroundCover.js +85 -0
  28. package/src/engine/graphics3/GrassSurfaceSystem.d.ts +153 -0
  29. package/src/engine/graphics3/GrassSurfaceSystem.d.ts.map +1 -0
  30. package/src/engine/graphics3/GrassSurfaceSystem.js +1076 -0
  31. package/src/engine/graphics3/GroundCoverSystem.d.ts +33 -0
  32. package/src/engine/graphics3/GroundCoverSystem.d.ts.map +1 -0
  33. package/src/engine/graphics3/GroundCoverSystem.js +58 -0
  34. package/src/engine/network/NetworkSession.d.ts.map +1 -1
  35. package/src/engine/network/NetworkSession.js +372 -110
  36. package/src/engine/network/orchestrator/NetworkPeer.d.ts.map +1 -1
  37. package/src/engine/network/orchestrator/NetworkPeer.js +6 -1
  38. package/src/engine/network/orchestrator/ServerAuthoritativeClient.d.ts.map +1 -1
  39. package/src/engine/network/orchestrator/ServerAuthoritativeClient.js +9 -2
  40. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts.map +1 -1
  41. package/src/engine/network/orchestrator/ServerAuthoritativeServer.js +325 -140
  42. package/src/engine/network/sim/SimActionExecutor.d.ts +4 -1
  43. package/src/engine/network/sim/SimActionExecutor.d.ts.map +1 -1
  44. package/src/engine/network/sim/SimActionExecutor.js +65 -9
  45. package/src/engine/network/state/PredictionHistory.d.ts.map +1 -1
  46. package/src/engine/network/state/PredictionHistory.js +6 -1
  47. package/src/engine/network/time/AdaptiveRenderDelay.d.ts +25 -14
  48. package/src/engine/network/time/AdaptiveRenderDelay.d.ts.map +1 -1
  49. package/src/engine/network/time/AdaptiveRenderDelay.js +38 -20
  50. package/src/engine/network/time/RenderPlayout.d.ts +23 -3
  51. package/src/engine/network/time/RenderPlayout.d.ts.map +1 -1
  52. package/src/engine/network/time/RenderPlayout.js +40 -4
  53. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  54. package/src/engine/physics/fluid/obstacle/chunk_fluid_obstacle_record.d.ts +5 -1
  55. package/src/engine/physics/fluid/obstacle/chunk_fluid_obstacle_record.d.ts.map +1 -1
  56. package/src/engine/physics/fluid/obstacle/chunk_fluid_obstacle_record.js +27 -1
  57. package/src/shade/device/shader/ShaderModuleCompiler.d.ts +2 -0
  58. package/src/shade/device/shader/ShaderModuleCompiler.d.ts.map +1 -1
  59. package/src/shade/device/shader/ShaderModuleCompiler.js +25 -2
  60. package/src/shade/playground/grass_surfaces/index.html +75 -0
  61. package/src/shade/playground/grass_surfaces/main.d.ts +2 -0
  62. package/src/shade/playground/grass_surfaces/main.d.ts.map +1 -0
  63. package/src/shade/playground/grass_surfaces/main.js +593 -0
  64. package/src/shade/playground/grass_surfaces/read_grass_surfaces.d.ts +62 -0
  65. package/src/shade/playground/grass_surfaces/read_grass_surfaces.d.ts.map +1 -0
  66. package/src/shade/playground/grass_surfaces/read_grass_surfaces.js +188 -0
  67. package/src/shade/playground/probe_clipmap_box/README.md +5 -1
  68. package/src/shade/playground/probe_clipmap_box/index.html +12 -0
  69. package/src/shade/playground/probe_clipmap_box/main.d.ts.map +1 -1
  70. package/src/shade/playground/probe_clipmap_box/main.js +15 -0
  71. package/src/shade/playground/probe_clipmap_box/scene.d.ts +8 -1
  72. package/src/shade/playground/probe_clipmap_box/scene.d.ts.map +1 -1
  73. package/src/shade/playground/probe_clipmap_box/scene.js +74 -6
  74. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  75. package/src/shade/renderer/Renderer.js +47 -43
  76. package/src/shade/renderer/extension/ViewTextures.d.ts +12 -5
  77. package/src/shade/renderer/extension/ViewTextures.d.ts.map +1 -1
  78. package/src/shade/renderer/extension/ViewTextures.js +19 -5
  79. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +3 -1
  80. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts.map +1 -1
  81. package/src/shade/renderer/fluid/GPUFluidCascadeStack.js +6 -1
  82. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +7 -0
  83. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts.map +1 -1
  84. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.js +10 -0
  85. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +7 -1
  86. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  87. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +46 -15
  88. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts +3 -2
  89. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts.map +1 -1
  90. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.js +3 -2
  91. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_sort_morton.d.ts +22 -0
  92. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_sort_morton.d.ts.map +1 -0
  93. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_sort_morton.js +247 -0
  94. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts +50 -0
  95. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
  96. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +101 -0
  97. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts +2 -1
  98. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts.map +1 -1
  99. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.js +2 -1
  100. package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.d.ts +8 -0
  101. package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.d.ts.map +1 -1
  102. package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.js +12 -0
  103. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap_trace.d.ts +12 -6
  104. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap_trace.d.ts.map +1 -1
  105. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap_trace.js +35 -29
  106. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_brick_clipmap.d.ts.map +1 -1
  107. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_brick_clipmap.js +4 -2
  108. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_brick_material.d.ts.map +1 -1
  109. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_brick_material.js +6 -4
  110. package/src/shade/renderer/global_illumination/probe_clipmap/material/GPUBrickMaterial.d.ts.map +1 -1
  111. package/src/shade/renderer/global_illumination/probe_clipmap/material/GPUBrickMaterial.js +2 -1
  112. package/src/shade/renderer/global_illumination/probe_clipmap/material/chunk_brick_material.d.ts +6 -5
  113. package/src/shade/renderer/global_illumination/probe_clipmap/material/chunk_brick_material.d.ts.map +1 -1
  114. package/src/shade/renderer/global_illumination/probe_clipmap/material/chunk_brick_material.js +15 -14
  115. package/src/shade/renderer/global_illumination/probe_clipmap/material/shader_brick_material_gather.d.ts.map +1 -1
  116. package/src/shade/renderer/global_illumination/probe_clipmap/material/shader_brick_material_gather.js +4 -2
  117. package/src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.d.ts +19 -2
  118. package/src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.d.ts.map +1 -1
  119. package/src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.js +128 -10
  120. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP.d.ts +19 -1
  121. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP.d.ts.map +1 -1
  122. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP.js +27 -2
  123. package/src/shade/renderer/global_illumination/probe_clipmap/probe/ProbeClipmapScreenWants.d.ts +19 -11
  124. package/src/shade/renderer/global_illumination/probe_clipmap/probe/ProbeClipmapScreenWants.d.ts.map +1 -1
  125. package/src/shade/renderer/global_illumination/probe_clipmap/probe/ProbeClipmapScreenWants.js +35 -11
  126. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap.d.ts.map +1 -1
  127. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap.js +3 -1
  128. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_box_cages.d.ts +40 -0
  129. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_box_cages.d.ts.map +1 -0
  130. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_box_cages.js +174 -0
  131. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_material.d.ts +4 -4
  132. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_material.js +10 -10
  133. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_parallax.d.ts +31 -0
  134. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_parallax.d.ts.map +1 -0
  135. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_parallax.js +54 -0
  136. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_sample_radiance.d.ts +8 -4
  137. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_sample_radiance.d.ts.map +1 -1
  138. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_sample_radiance.js +10 -21
  139. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_want.d.ts +7 -2
  140. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_want.d.ts.map +1 -1
  141. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_want.js +33 -29
  142. package/src/shade/renderer/global_illumination/probe_clipmap/probe/graph_probe_clipmap_want_meshlets.d.ts +28 -0
  143. package/src/shade/renderer/global_illumination/probe_clipmap/probe/graph_probe_clipmap_want_meshlets.d.ts.map +1 -0
  144. package/src/shade/renderer/global_illumination/probe_clipmap/probe/graph_probe_clipmap_want_meshlets.js +138 -0
  145. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_due.d.ts +13 -9
  146. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_due.d.ts.map +1 -1
  147. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_due.js +18 -11
  148. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_light.js +1 -1
  149. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_relocate.d.ts.map +1 -1
  150. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_relocate.js +4 -2
  151. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_retire.d.ts.map +1 -1
  152. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_retire.js +2 -3
  153. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_schedule.d.ts +5 -3
  154. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_schedule.d.ts.map +1 -1
  155. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_schedule.js +15 -30
  156. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_shade.js +1 -1
  157. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.d.ts.map +1 -1
  158. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.js +4 -2
  159. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_want.d.ts +11 -0
  160. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_want.d.ts.map +1 -1
  161. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_want.js +29 -2
  162. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_want_late.d.ts +40 -0
  163. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_want_late.d.ts.map +1 -0
  164. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_want_late.js +126 -0
  165. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_want_meshlets.d.ts +36 -0
  166. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_want_meshlets.d.ts.map +1 -0
  167. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_want_meshlets.js +221 -0
  168. package/src/shade/renderer/gpu_primitive/age_eviction/chunk_age_eviction.d.ts +40 -0
  169. package/src/shade/renderer/gpu_primitive/age_eviction/chunk_age_eviction.d.ts.map +1 -0
  170. package/src/shade/renderer/gpu_primitive/age_eviction/chunk_age_eviction.js +86 -0
  171. package/src/shade/renderer/grass/blade/GPUGrassBlades.d.ts +135 -0
  172. package/src/shade/renderer/grass/blade/GPUGrassBlades.d.ts.map +1 -0
  173. package/src/shade/renderer/grass/blade/GPUGrassBlades.js +676 -0
  174. package/src/shade/renderer/grass/blade/GRASS_BLADE.d.ts +145 -0
  175. package/src/shade/renderer/grass/blade/GRASS_BLADE.d.ts.map +1 -0
  176. package/src/shade/renderer/grass/blade/GRASS_BLADE.js +179 -0
  177. package/src/shade/renderer/grass/blade/chunk_grass_blade.d.ts +63 -0
  178. package/src/shade/renderer/grass/blade/chunk_grass_blade.d.ts.map +1 -0
  179. package/src/shade/renderer/grass/blade/chunk_grass_blade.js +244 -0
  180. package/src/shade/renderer/grass/blade/chunk_grass_blade_wind.d.ts +58 -0
  181. package/src/shade/renderer/grass/blade/chunk_grass_blade_wind.d.ts.map +1 -0
  182. package/src/shade/renderer/grass/blade/chunk_grass_blade_wind.js +174 -0
  183. package/src/shade/renderer/grass/blade/grass_blade_id_draw.d.ts +25 -0
  184. package/src/shade/renderer/grass/blade/grass_blade_id_draw.d.ts.map +1 -0
  185. package/src/shade/renderer/grass/blade/grass_blade_id_draw.js +133 -0
  186. package/src/shade/renderer/grass/blade/grass_blade_mechanics.d.ts +80 -0
  187. package/src/shade/renderer/grass/blade/grass_blade_mechanics.d.ts.map +1 -0
  188. package/src/shade/renderer/grass/blade/grass_blade_mechanics.js +92 -0
  189. package/src/shade/renderer/grass/blade/grass_blade_resolve.d.ts +29 -0
  190. package/src/shade/renderer/grass/blade/grass_blade_resolve.d.ts.map +1 -0
  191. package/src/shade/renderer/grass/blade/grass_blade_resolve.js +175 -0
  192. package/src/shade/renderer/grass/blade/shader_grass_blade_draw_args.d.ts +14 -0
  193. package/src/shade/renderer/grass/blade/shader_grass_blade_draw_args.d.ts.map +1 -0
  194. package/src/shade/renderer/grass/blade/shader_grass_blade_draw_args.js +45 -0
  195. package/src/shade/renderer/grass/blade/shader_grass_blade_expand.d.ts +61 -0
  196. package/src/shade/renderer/grass/blade/shader_grass_blade_expand.d.ts.map +1 -0
  197. package/src/shade/renderer/grass/blade/shader_grass_blade_expand.js +340 -0
  198. package/src/shade/renderer/grass/blade/shader_grass_cell_count.d.ts +46 -0
  199. package/src/shade/renderer/grass/blade/shader_grass_cell_count.d.ts.map +1 -0
  200. package/src/shade/renderer/grass/blade/shader_grass_cell_count.js +280 -0
  201. package/src/shade/renderer/grass/population/chunk_grass_population.d.ts +60 -0
  202. package/src/shade/renderer/grass/population/chunk_grass_population.d.ts.map +1 -0
  203. package/src/shade/renderer/grass/population/chunk_grass_population.js +171 -0
  204. package/src/shade/renderer/grass/press/GPUGrassPress.d.ts +99 -0
  205. package/src/shade/renderer/grass/press/GPUGrassPress.d.ts.map +1 -0
  206. package/src/shade/renderer/grass/press/GPUGrassPress.js +436 -0
  207. package/src/shade/renderer/grass/press/GRASS_PRESS.d.ts +179 -0
  208. package/src/shade/renderer/grass/press/GRASS_PRESS.d.ts.map +1 -0
  209. package/src/shade/renderer/grass/press/GRASS_PRESS.js +217 -0
  210. package/src/shade/renderer/grass/press/chunk_grass_press.d.ts +65 -0
  211. package/src/shade/renderer/grass/press/chunk_grass_press.d.ts.map +1 -0
  212. package/src/shade/renderer/grass/press/chunk_grass_press.js +296 -0
  213. package/src/shade/renderer/grass/press/shader_grass_press_mark.d.ts +31 -0
  214. package/src/shade/renderer/grass/press/shader_grass_press_mark.d.ts.map +1 -0
  215. package/src/shade/renderer/grass/press/shader_grass_press_mark.js +169 -0
  216. package/src/shade/renderer/grass/press/shader_grass_press_stamp.d.ts +27 -0
  217. package/src/shade/renderer/grass/press/shader_grass_press_stamp.d.ts.map +1 -0
  218. package/src/shade/renderer/grass/press/shader_grass_press_stamp.js +183 -0
  219. package/src/shade/renderer/grass/surface/GPUGrassSurfaces.d.ts +193 -0
  220. package/src/shade/renderer/grass/surface/GPUGrassSurfaces.d.ts.map +1 -0
  221. package/src/shade/renderer/grass/surface/GPUGrassSurfaces.js +1253 -0
  222. package/src/shade/renderer/grass/surface/GRASS_SURFACE.d.ts +211 -0
  223. package/src/shade/renderer/grass/surface/GRASS_SURFACE.d.ts.map +1 -0
  224. package/src/shade/renderer/grass/surface/GRASS_SURFACE.js +241 -0
  225. package/src/shade/renderer/grass/surface/GRASS_SURFACE_VIEW.d.ts +82 -0
  226. package/src/shade/renderer/grass/surface/GRASS_SURFACE_VIEW.d.ts.map +1 -0
  227. package/src/shade/renderer/grass/surface/GRASS_SURFACE_VIEW.js +111 -0
  228. package/src/shade/renderer/grass/surface/chunk_grass_column_cross.d.ts +39 -0
  229. package/src/shade/renderer/grass/surface/chunk_grass_column_cross.d.ts.map +1 -0
  230. package/src/shade/renderer/grass/surface/chunk_grass_column_cross.js +85 -0
  231. package/src/shade/renderer/grass/surface/chunk_grass_directory.d.ts +29 -0
  232. package/src/shade/renderer/grass/surface/chunk_grass_directory.d.ts.map +1 -0
  233. package/src/shade/renderer/grass/surface/chunk_grass_directory.js +112 -0
  234. package/src/shade/renderer/grass/surface/chunk_grass_slot.d.ts +27 -0
  235. package/src/shade/renderer/grass/surface/chunk_grass_slot.d.ts.map +1 -0
  236. package/src/shade/renderer/grass/surface/chunk_grass_slot.js +50 -0
  237. package/src/shade/renderer/grass/surface/chunk_grass_surface_frame.d.ts +21 -0
  238. package/src/shade/renderer/grass/surface/chunk_grass_surface_frame.d.ts.map +1 -0
  239. package/src/shade/renderer/grass/surface/chunk_grass_surface_frame.js +41 -0
  240. package/src/shade/renderer/grass/surface/chunk_grass_surface_window.d.ts +32 -0
  241. package/src/shade/renderer/grass/surface/chunk_grass_surface_window.d.ts.map +1 -0
  242. package/src/shade/renderer/grass/surface/chunk_grass_surface_window.js +136 -0
  243. package/src/shade/renderer/grass/surface/chunk_grass_surfel.d.ts +37 -0
  244. package/src/shade/renderer/grass/surface/chunk_grass_surfel.d.ts.map +1 -0
  245. package/src/shade/renderer/grass/surface/chunk_grass_surfel.js +85 -0
  246. package/src/shade/renderer/grass/surface/chunk_grass_tile.d.ts +25 -0
  247. package/src/shade/renderer/grass/surface/chunk_grass_tile.d.ts.map +1 -0
  248. package/src/shade/renderer/grass/surface/chunk_grass_tile.js +52 -0
  249. package/src/shade/renderer/grass/surface/shader_grass_directory_fill.d.ts +23 -0
  250. package/src/shade/renderer/grass/surface/shader_grass_directory_fill.d.ts.map +1 -0
  251. package/src/shade/renderer/grass/surface/shader_grass_directory_fill.js +87 -0
  252. package/src/shade/renderer/grass/surface/shader_grass_surface_bake.d.ts +43 -0
  253. package/src/shade/renderer/grass/surface/shader_grass_surface_bake.d.ts.map +1 -0
  254. package/src/shade/renderer/grass/surface/shader_grass_surface_bake.js +265 -0
  255. package/src/shade/renderer/grass/surface/shader_grass_surface_bake_command.d.ts +13 -0
  256. package/src/shade/renderer/grass/surface/shader_grass_surface_bake_command.d.ts.map +1 -0
  257. package/src/shade/renderer/grass/surface/shader_grass_surface_bake_command.js +49 -0
  258. package/src/shade/renderer/grass/surface/shader_grass_surface_invalidate.d.ts +62 -0
  259. package/src/shade/renderer/grass/surface/shader_grass_surface_invalidate.d.ts.map +1 -0
  260. package/src/shade/renderer/grass/surface/shader_grass_surface_invalidate.js +162 -0
  261. package/src/shade/renderer/grass/surface/shader_grass_surface_retire.d.ts +40 -0
  262. package/src/shade/renderer/grass/surface/shader_grass_surface_retire.d.ts.map +1 -0
  263. package/src/shade/renderer/grass/surface/shader_grass_surface_retire.js +155 -0
  264. package/src/shade/renderer/grass/surface/shader_grass_surface_schedule.d.ts +19 -0
  265. package/src/shade/renderer/grass/surface/shader_grass_surface_schedule.d.ts.map +1 -0
  266. package/src/shade/renderer/grass/surface/shader_grass_surface_schedule.js +58 -0
  267. package/src/shade/renderer/grass/surface/shader_grass_surface_want.d.ts +30 -0
  268. package/src/shade/renderer/grass/surface/shader_grass_surface_want.d.ts.map +1 -0
  269. package/src/shade/renderer/grass/surface/shader_grass_surface_want.js +251 -0
  270. package/src/shade/renderer/grass/surface/shader_grass_surface_window_count.d.ts +21 -0
  271. package/src/shade/renderer/grass/surface/shader_grass_surface_window_count.d.ts.map +1 -0
  272. package/src/shade/renderer/grass/surface/shader_grass_surface_window_count.js +75 -0
  273. package/src/shade/renderer/postprocess/velocity/graph_add_per_object_velocity.d.ts.map +1 -1
  274. package/src/shade/renderer/postprocess/velocity/graph_add_per_object_velocity.js +4 -23
  275. package/src/shade/renderer/postprocess/velocity/view_velocity_matrices.d.ts +12 -0
  276. package/src/shade/renderer/postprocess/velocity/view_velocity_matrices.d.ts.map +1 -0
  277. package/src/shade/renderer/postprocess/velocity/view_velocity_matrices.js +29 -0
  278. package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.d.ts.map +1 -1
  279. package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.js +22 -0
  280. package/src/shade/renderer/scene/GPUSceneContext.d.ts.map +1 -1
  281. package/src/shade/renderer/scene/GPUSceneContext.js +3 -0
  282. package/src/shade/renderer/scene/GRASS_SURFACE_PARAMS_STRUCT.d.ts +27 -0
  283. package/src/shade/renderer/scene/GRASS_SURFACE_PARAMS_STRUCT.d.ts.map +1 -0
  284. package/src/shade/renderer/scene/GRASS_SURFACE_PARAMS_STRUCT.js +38 -0
  285. package/src/shade/renderer/scene/MESH_GROUND_COVER_STRUCT.d.ts +28 -0
  286. package/src/shade/renderer/scene/MESH_GROUND_COVER_STRUCT.d.ts.map +1 -0
  287. package/src/shade/renderer/scene/MESH_GROUND_COVER_STRUCT.js +58 -0
  288. package/src/shade/renderer/scene/SCENE_DATABASE_SPEC.d.ts.map +1 -1
  289. package/src/shade/renderer/scene/SCENE_DATABASE_SPEC.js +8 -0
  290. package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest_among.d.ts +37 -0
  291. package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest_among.d.ts.map +1 -0
  292. package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest_among.js +148 -0
  293. package/src/shade/renderer/shader/chunk/sdf/chunk_shape_record_line_span.d.ts +20 -0
  294. package/src/shade/renderer/shader/chunk/sdf/chunk_shape_record_line_span.d.ts.map +1 -0
  295. package/src/shade/renderer/shader/chunk/sdf/chunk_shape_record_line_span.js +169 -0
  296. package/src/shade/renderer/texture/atlas/chunk_tile_atlas_slot_origin.d.ts +18 -0
  297. package/src/shade/renderer/texture/atlas/chunk_tile_atlas_slot_origin.d.ts.map +1 -1
  298. package/src/shade/renderer/texture/atlas/chunk_tile_atlas_slot_origin.js +28 -0
  299. package/src/shade/renderer/texture/atlas/tile_atlas_slot_shift.d.ts +13 -0
  300. package/src/shade/renderer/texture/atlas/tile_atlas_slot_shift.d.ts.map +1 -0
  301. package/src/shade/renderer/texture/atlas/tile_atlas_slot_shift.js +22 -0
  302. package/src/shade/renderer/water/GPUWaterRenderer.d.ts.map +1 -1
  303. package/src/shade/renderer/water/GPUWaterRenderer.js +4 -0
  304. package/src/shade/renderer/wind/GPUSceneWind.d.ts +52 -5
  305. package/src/shade/renderer/wind/GPUSceneWind.d.ts.map +1 -1
  306. package/src/shade/renderer/wind/GPUSceneWind.js +164 -8
  307. package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.d.ts +3 -1
  308. package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.d.ts.map +1 -1
  309. package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.js +3 -1
  310. package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts +2 -1
  311. package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts.map +1 -1
  312. package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.js +18 -13
  313. package/src/shade/renderer/wind/chunk_wind_field_sample_previous.d.ts +13 -0
  314. package/src/shade/renderer/wind/chunk_wind_field_sample_previous.d.ts.map +1 -0
  315. package/src/shade/renderer/wind/chunk_wind_field_sample_previous.js +23 -0
  316. package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts +1 -0
  317. package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts.map +1 -1
  318. package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.js +6 -1
  319. package/src/shade/renderer/wind/wind_field_add_resources.d.ts +11 -0
  320. package/src/shade/renderer/wind/wind_field_add_resources.d.ts.map +1 -1
  321. package/src/shade/renderer/wind/wind_field_add_resources.js +15 -0
  322. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +1 -1
  323. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  324. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +2 -0
@@ -4,8 +4,13 @@
4
4
  *
5
5
  * ```wgsl
6
6
  * fn probe_clipmap_want(wants: bool, position: vec3<f32>, bias_direction: vec3<f32>, cascade_count: u32, resolution: u32, anchor: vec3<f32>, select_half: f32, wanted_capacity: u32)
7
+ * fn probe_clipmap_want_cage(wants: bool, cascade: u32, cage: vec3<i32>, resolution: u32, wanted_capacity: u32)
7
8
  * ```
8
9
  *
10
+ * `probe_clipmap_want_cage` wants one cage by name, the cage whose least point is `cage` in `cascade`, for a
11
+ * caller that knows its cages without a point to read them from; the cascade's cage window must hold it
12
+ * (`clipmap_contains`). `probe_clipmap_want` is the two it reads from a point.
13
+ *
9
14
  * The cages are the pick's: the cascade `probe_clipmap_select_in` answers for the point, by the windows'
10
15
  * `anchor` and `select_half` as the pick reads them, the cage of the point biased along `bias_direction` by
11
16
  * that cascade's spacing, and in the cascade's blend skirt the next cascade's cage too, biased by its own. A cage a bias moved out of its window is not wanted. Each cage
@@ -16,8 +21,8 @@
16
21
  * workgroup's table and sets its bits; the rest want it through that lane. Measured on the AMD iGPU at
17
22
  * 1280×720 on Sponza before the claims, the bits' atomics were 140 of want's 345 µs and the appends 90.
18
23
  *
19
- * Every lane of the workgroup calls it once, wanting or not, from uniform control flow: the appends are
20
- * the subgroup's.
24
+ * Every lane of the workgroup calls `probe_clipmap_want` once, or `probe_clipmap_want_cage` at most twice, which
25
+ * the claim table is sized for, wanting or not, from uniform control flow: the appends are the subgroup's.
21
26
  *
22
27
  * @type {CodeChunk}
23
28
  */
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_probe_clipmap_want.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_want.js"],"names":[],"mappings":"AA0BA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,uCAFU,SAAS,CAgFZ;0BA9HmB,uCAAuC"}
1
+ {"version":3,"file":"chunk_probe_clipmap_want.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_want.js"],"names":[],"mappings":"AA0BA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,uCAFU,SAAS,CA+EZ;0BAlImB,uCAAuC"}
@@ -13,7 +13,7 @@ import { PROBE_THREAD_WORKGROUP_SIZE } from "./PROBE_CLIPMAP.js";
13
13
  /**
14
14
  * Slots of a workgroup's claim table: twice the claims its lanes make at most, a cage in each of two
15
15
  * cascades a lane, so a probe finds a slot within a few. Sized for {@link PROBE_THREAD_WORKGROUP_SIZE}
16
- * lanes: want's 8×8 tiles, and the hits' wants' 64.
16
+ * lanes: want's 8×8 tiles, and the hits' wants' 64; the meshlets' wants' lanes are twice as many, a cage each.
17
17
  * @type {number}
18
18
  */
19
19
  const WANT_CLAIM_SLOTS = 2 * 2 * PROBE_THREAD_WORKGROUP_SIZE;
@@ -30,8 +30,13 @@ const WANT_CLAIM_PROBES = 16;
30
30
  *
31
31
  * ```wgsl
32
32
  * fn probe_clipmap_want(wants: bool, position: vec3<f32>, bias_direction: vec3<f32>, cascade_count: u32, resolution: u32, anchor: vec3<f32>, select_half: f32, wanted_capacity: u32)
33
+ * fn probe_clipmap_want_cage(wants: bool, cascade: u32, cage: vec3<i32>, resolution: u32, wanted_capacity: u32)
33
34
  * ```
34
35
  *
36
+ * `probe_clipmap_want_cage` wants one cage by name, the cage whose least point is `cage` in `cascade`, for a
37
+ * caller that knows its cages without a point to read them from; the cascade's cage window must hold it
38
+ * (`clipmap_contains`). `probe_clipmap_want` is the two it reads from a point.
39
+ *
35
40
  * The cages are the pick's: the cascade `probe_clipmap_select_in` answers for the point, by the windows'
36
41
  * `anchor` and `select_half` as the pick reads them, the cage of the point biased along `bias_direction` by
37
42
  * that cascade's spacing, and in the cascade's blend skirt the next cascade's cage too, biased by its own. A cage a bias moved out of its window is not wanted. Each cage
@@ -42,8 +47,8 @@ const WANT_CLAIM_PROBES = 16;
42
47
  * workgroup's table and sets its bits; the rest want it through that lane. Measured on the AMD iGPU at
43
48
  * 1280×720 on Sponza before the claims, the bits' atomics were 140 of want's 345 µs and the appends 90.
44
49
  *
45
- * Every lane of the workgroup calls it once, wanting or not, from uniform control flow: the appends are
46
- * the subgroup's.
50
+ * Every lane of the workgroup calls `probe_clipmap_want` once, or `probe_clipmap_want_cage` at most twice, which
51
+ * the claim table is sized for, wanting or not, from uniform control flow: the appends are the subgroup's.
47
52
  *
48
53
  * @type {CodeChunk}
49
54
  */
@@ -80,46 +85,45 @@ fn probe_want_claim(key: u32) -> bool {
80
85
  return true;
81
86
  }
82
87
 
83
- fn probe_clipmap_want(wants: bool, position: vec3<f32>, bias_direction: vec3<f32>, cascade_count: u32, resolution: u32, anchor: vec3<f32>, select_half: f32, wanted_capacity: u32) {
84
- let selection = probe_clipmap_select_in(&probe_levels, cascade_count, anchor, select_half, position);
85
-
86
- let held = wants && selection.level != CLIPMAP_LEVEL_NONE;
87
- let finest = select(0u, selection.level, held);
88
- let next = min(finest + 1u, cascade_count - 1u);
89
-
90
- var cage_finest: vec3<i32>;
91
- var cage_next: vec3<i32>;
92
-
88
+ fn probe_clipmap_want_cage(wants: bool, cascade: u32, cage: vec3<i32>, resolution: u32, wanted_capacity: u32) {
93
89
  // storage wraps by the window's side, a power of two: the low bits of a point, negative ones too
94
90
  let wrap = vec3<u32>(resolution - 1u);
95
91
 
96
- let wants_finest = held && probe_clipmap_cage(finest, position, bias_direction, &cage_finest)
97
- && probe_want_claim(probe_clipmap_key(finest, vec3<u32>(cage_finest) & wrap, resolution));
98
- let wants_next = held && selection.edge_weight > 0.0 && finest + 1u < cascade_count
99
- && probe_clipmap_cage(next, position, bias_direction, &cage_next)
100
- && probe_want_claim(probe_clipmap_key(next, vec3<u32>(cage_next) & wrap, resolution));
101
-
102
- // every lane through all sixteen corners, so that the appends stay in uniform control flow
103
- for (var k = 0u; k < 16u; k++) {
104
- let coarse = k >= 8u;
105
- let cascade = select(finest, next, coarse);
106
- let wanted = select(wants_finest, wants_next, coarse);
107
- let corner = vec3<i32>(vec3<u32>(k & 1u, (k >> 1u) & 1u, (k >> 2u) & 1u));
108
- let point = select(cage_finest, cage_next, coarse) + corner;
92
+ let claimed = wants && probe_want_claim(probe_clipmap_key(cascade, vec3<u32>(cage) & wrap, resolution));
109
93
 
110
- let storage = vec3<u32>(point) & wrap;
111
- let key = probe_clipmap_key(cascade, storage, resolution);
94
+ // every lane through all eight corners, so that the appends stay in uniform control flow
95
+ for (var k = 0u; k < 8u; k++) {
96
+ let corner = vec3<i32>(vec3<u32>(k & 1u, (k >> 1u) & 1u, (k >> 2u) & 1u));
97
+ let key = probe_clipmap_key(cascade, vec3<u32>(cage + corner) & wrap, resolution);
112
98
  let bit = 1u << (key & 31u);
113
99
 
114
100
  var first = false;
115
101
 
116
- if (wanted) {
102
+ if (claimed) {
117
103
  first = (atomicOr(&probe_wanted_bits[key >> 5u], bit) & bit) == 0u;
118
104
  }
119
105
 
120
106
  collection_u32_append(&probe_wanted, first, key, wanted_capacity);
121
107
  }
122
108
  }
109
+
110
+ fn probe_clipmap_want(wants: bool, position: vec3<f32>, bias_direction: vec3<f32>, cascade_count: u32, resolution: u32, anchor: vec3<f32>, select_half: f32, wanted_capacity: u32) {
111
+ let selection = probe_clipmap_select_in(&probe_levels, cascade_count, anchor, select_half, position);
112
+
113
+ let held = wants && selection.level != CLIPMAP_LEVEL_NONE;
114
+ let finest = select(0u, selection.level, held);
115
+ let next = min(finest + 1u, cascade_count - 1u);
116
+
117
+ var cage_finest: vec3<i32>;
118
+ var cage_next: vec3<i32>;
119
+
120
+ let wants_finest = held && probe_clipmap_cage(finest, position, bias_direction, &cage_finest);
121
+ let wants_next = held && selection.edge_weight > 0.0 && finest + 1u < cascade_count
122
+ && probe_clipmap_cage(next, position, bias_direction, &cage_next);
123
+
124
+ probe_clipmap_want_cage(wants_finest, finest, cage_finest, resolution, wanted_capacity);
125
+ probe_clipmap_want_cage(wants_next, next, cage_next, resolution, wanted_capacity);
126
+ }
123
127
  `, [
124
128
  chunk_probe_clipmap,
125
129
  chunk_probe_clipmap_select_in,
@@ -0,0 +1,28 @@
1
+ /**
2
+ * Record the wants of a list of meshlets whose fragments pick probes (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.3):
3
+ * the meshlets a forward pass draws, which no pixel of the G-buffer stands for. Each wants the cages a reader
4
+ * anywhere inside its world box can read, a thread a cage: its cages are counted
5
+ * (`shader_probe_clipmap_want_meshlet_count`), the counts summed (`graph_prefix_scan_csdldf`), and the sums
6
+ * launch the wants (`shader_probe_clipmap_want_meshlets`), as the meshes' expansion to meshlets is launched.
7
+ *
8
+ * The wants go into the clipmap's late set (`GPUProbeClipmap.write_want_bindings`), so the pass belongs after the
9
+ * clipmap's lifetime in the frame, and its probes are admitted by the next frame's.
10
+ *
11
+ * @param {Object} options
12
+ * @param {import("../../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} options.graph
13
+ * @param {import("./GPUProbeClipmap.js").GPUProbeClipmap} options.clipmap the clipmap the fragments pick from
14
+ * @param {import("../../../scene/GPUSceneContext.js").GPUSceneContext} options.scene the meshlets' scene
15
+ * @param {number} options.camera graph handle of the view's camera uniform
16
+ * @param {number} options.meshlet_collection graph handle of the list, `MESHLET_COLLECTION_STRUCT`
17
+ * @param {number} options.meshlet_iterator_command graph handle of the indirect dispatch that walks the list, a
18
+ * workgroup of `COMPUTE_SHADER_DEFAULT_GROUP_SIZE` meshlets, folded
19
+ */
20
+ export function graph_probe_clipmap_want_meshlets({ graph, clipmap, scene, camera, meshlet_collection, meshlet_iterator_command }: {
21
+ graph: import("../../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
22
+ clipmap: import("./GPUProbeClipmap.js").GPUProbeClipmap;
23
+ scene: import("../../../scene/GPUSceneContext.js").GPUSceneContext;
24
+ camera: number;
25
+ meshlet_collection: number;
26
+ meshlet_iterator_command: number;
27
+ }): void;
28
+ //# sourceMappingURL=graph_probe_clipmap_want_meshlets.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"graph_probe_clipmap_want_meshlets.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/graph_probe_clipmap_want_meshlets.js"],"names":[],"mappings":"AAqBA;;;;;;;;;;;;;;;;;;GAkBG;AACH;IARyG,KAAK,EAAnG,OAAO,iEAAiE,EAAE,UAAU;IAC5B,OAAO,EAA/D,OAAO,sBAAsB,EAAE,eAAe;IACuB,KAAK,EAA1E,OAAO,mCAAmC,EAAE,eAAe;IAC3C,MAAM,EAAtB,MAAM;IACU,kBAAkB,EAAlC,MAAM;IACU,wBAAwB,EAAxC,MAAM;SAoGhB"}
@@ -0,0 +1,138 @@
1
+ import { assert } from "../../../../../core/assert.js";
2
+ import { BufferResourceDescriptor } from "../../../../device/graph/BufferResourceDescriptor.js";
3
+ import { MESHLET_DEFINITION_STRUCT } from "../../../geometry/meshlet/encoding/MESHLET_DEFINITION_STRUCT.js";
4
+ import { INDIRECT_COMPUTE_COMMAND_DESCRIPTOR } from "../../../gpu_primitive/indirect/IndirectComputeCommandBuildPass.js";
5
+ import {
6
+ graph_prefix_scan_csdldf,
7
+ prefix_scan_csdldf_output_descriptor
8
+ } from "../../../gpu_primitive/prefix_sum/v1/graph_prefix_scan_csdldf.js";
9
+ import { shader_prefix_sum_to_command } from "../../../rasterize/expand/mesh/shader_prefix_sum_to_command.js";
10
+ import { graph_create_buffer } from "../../../shader/graph/graph_create_buffer.js";
11
+ import {
12
+ shader_probe_clipmap_want_meshlet_count,
13
+ shader_probe_clipmap_want_meshlets
14
+ } from "./shader_probe_clipmap_want_meshlets.js";
15
+
16
+ /**
17
+ * Bytes a meshlet list's count takes ahead of its elements, which sit on a 16-byte boundary.
18
+ * @type {number}
19
+ */
20
+ const MESHLET_LIST_HEADER_BYTES = 16;
21
+
22
+ /**
23
+ * Record the wants of a list of meshlets whose fragments pick probes (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.3):
24
+ * the meshlets a forward pass draws, which no pixel of the G-buffer stands for. Each wants the cages a reader
25
+ * anywhere inside its world box can read, a thread a cage: its cages are counted
26
+ * (`shader_probe_clipmap_want_meshlet_count`), the counts summed (`graph_prefix_scan_csdldf`), and the sums
27
+ * launch the wants (`shader_probe_clipmap_want_meshlets`), as the meshes' expansion to meshlets is launched.
28
+ *
29
+ * The wants go into the clipmap's late set (`GPUProbeClipmap.write_want_bindings`), so the pass belongs after the
30
+ * clipmap's lifetime in the frame, and its probes are admitted by the next frame's.
31
+ *
32
+ * @param {Object} options
33
+ * @param {import("../../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} options.graph
34
+ * @param {import("./GPUProbeClipmap.js").GPUProbeClipmap} options.clipmap the clipmap the fragments pick from
35
+ * @param {import("../../../scene/GPUSceneContext.js").GPUSceneContext} options.scene the meshlets' scene
36
+ * @param {number} options.camera graph handle of the view's camera uniform
37
+ * @param {number} options.meshlet_collection graph handle of the list, `MESHLET_COLLECTION_STRUCT`
38
+ * @param {number} options.meshlet_iterator_command graph handle of the indirect dispatch that walks the list, a
39
+ * workgroup of `COMPUTE_SHADER_DEFAULT_GROUP_SIZE` meshlets, folded
40
+ */
41
+ export function graph_probe_clipmap_want_meshlets({ graph, clipmap, scene, camera, meshlet_collection, meshlet_iterator_command }) {
42
+ assert.defined(graph, 'graph');
43
+ assert.defined(clipmap, 'clipmap');
44
+ assert.defined(scene, 'scene');
45
+ assert.isNonNegativeInteger(camera, 'camera');
46
+ assert.isNonNegativeInteger(meshlet_collection, 'meshlet_collection');
47
+ assert.isNonNegativeInteger(meshlet_iterator_command, 'meshlet_iterator_command');
48
+
49
+ graph.push_scope("probe clipmap want meshlets");
50
+
51
+ // a count for every meshlet the list has room for
52
+ const capacity = Math.floor((graph.getDescriptor(meshlet_collection).size - MESHLET_LIST_HEADER_BYTES) / MESHLET_DEFINITION_STRUCT.size);
53
+
54
+ // what the clipmap binds for a late want: its levels and settings for both passes, its late list and bits for the wants'
55
+ const want = {};
56
+
57
+ const count_data = {};
58
+
59
+ const count_pass = graph.add("count cages", count_data, (data, resources, context) => {
60
+ clipmap.write_want_bindings(want);
61
+
62
+ shader_probe_clipmap_want_meshlet_count.dispatchIndirect({
63
+ encoder: context.encoder,
64
+ command: resources.get(data.command),
65
+ bindings: {
66
+ scene_database: scene.scene_database_buffer,
67
+ meshlet_metadata: scene.geometries.meshlets.buffer_metadata,
68
+ input: resources.get(data.input),
69
+ output: resources.get(data.output),
70
+ probe_levels: want.probe_levels,
71
+ settings: want.settings,
72
+ },
73
+ });
74
+ });
75
+
76
+ count_data.command = count_pass.read(meshlet_iterator_command);
77
+ count_data.input = count_pass.read(meshlet_collection);
78
+ count_data.output = count_pass.create("cage counts", BufferResourceDescriptor.from(
79
+ MESHLET_LIST_HEADER_BYTES + Math.max(1, Math.ceil(capacity / 4)) * 16,
80
+ GPUBufferUsage.STORAGE,
81
+ // the count, which no thread writes for a list of no meshlet
82
+ 0, MESHLET_LIST_HEADER_BYTES,
83
+ ));
84
+
85
+ const sums = graph_prefix_scan_csdldf({
86
+ graph,
87
+ input: count_data.output,
88
+ output: graph_create_buffer(graph, "cage offsets", prefix_scan_csdldf_output_descriptor(capacity)),
89
+ element_max_count: capacity,
90
+ });
91
+
92
+ const command_data = {};
93
+
94
+ const command_pass = graph.add("make want command", command_data, (data, resources, context) => {
95
+ shader_prefix_sum_to_command.dispatch({
96
+ encoder: context.encoder,
97
+ bindings: {
98
+ prefix_sums: resources.get(data.prefix_sums),
99
+ command: resources.get(data.command),
100
+ },
101
+ });
102
+ });
103
+
104
+ command_data.prefix_sums = command_pass.read(sums);
105
+ command_data.command = command_pass.create("command", INDIRECT_COMPUTE_COMMAND_DESCRIPTOR);
106
+
107
+ const want_data = {};
108
+
109
+ const want_pass = graph.add("want cages", want_data, (data, resources, context) => {
110
+ clipmap.write_want_bindings(want);
111
+
112
+ shader_probe_clipmap_want_meshlets.dispatchIndirect({
113
+ encoder: context.encoder,
114
+ command: resources.get(data.command),
115
+ bindings: {
116
+ camera: resources.get(data.camera),
117
+ scene_database: scene.scene_database_buffer,
118
+ meshlet_metadata: scene.geometries.meshlets.buffer_metadata,
119
+ input: resources.get(data.input),
120
+ prefix_sums: resources.get(data.prefix_sums),
121
+ probe_levels: want.probe_levels,
122
+ probe_wanted: want.probe_wanted,
123
+ probe_wanted_bits: want.probe_wanted_bits,
124
+ settings: want.settings,
125
+ },
126
+ });
127
+ });
128
+
129
+ want_data.command = want_pass.read(command_data.command);
130
+ want_data.camera = want_pass.read(camera);
131
+ want_data.input = want_pass.read(meshlet_collection);
132
+ want_data.prefix_sums = want_pass.read(sums);
133
+
134
+ // it writes the clipmap's own late set, which the graph does not hold
135
+ want_pass.make_side_effect();
136
+
137
+ graph.pop_scope();
138
+ }
@@ -4,13 +4,17 @@
4
4
  export const PROBE_DUE_SETTINGS: WebGPUStruct;
5
5
  /**
6
6
  * Due (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.5): a thread an entry of the frame's active list,
7
- * dispatched twice through `PROBE_DISPATCH_ACTIVE` after schedule has set the period T. A probe is due
8
- * when a want waits on it:
9
- * - it is NEW, in the first pass, which lists them first: it has had no update;
10
- * - in the second pass, it is ALIVE or DEAD, a pixel or a hit wanted it since its last update, its
11
- * wanted time past its traced time, and `(frame + h(slot)) mod T` is 0. A DEAD probe is due every
12
- * period like an ALIVE one, its update casting `PROBE_DEAD_RAYS`, so that a probe inside a solid
13
- * notices when the scene changes (Enshrouded's dead probes trace 16 a frame).
7
+ * dispatched twice through `PROBE_DISPATCH_ACTIVE` after schedule has set the period T. A probe is due:
8
+ * - in the first pass, which lists them first, when it is NEW: it has had no update;
9
+ * - in the second pass, when it is ALIVE or DEAD and `(frame + h(slot)) mod P` is 0, where P is
10
+ * - T when a want waits on it: a pixel or a hit wanted it since its last update, its wanted time past
11
+ * its traced time;
12
+ * - T · `idle_periods` when it is idle, none waiting on it. Every live probe keeps being updated, so one
13
+ * that readers reach without wanting it, the bounce at a hit among them, and one a want comes back to,
14
+ * holds light no older than that. Its update is any other probe's.
15
+ *
16
+ * A DEAD probe is due like an ALIVE one, its update casting `PROBE_DEAD_RAYS`, so that a probe inside a
17
+ * solid notices when the scene changes (Enshrouded's dead probes trace 16 a frame).
14
18
  *
15
19
  * Wanted since its last update, not this frame: a hit wants a probe the frame after its own probe's
16
20
  * update, so a probe that only hits keep is wanted on few of its turns. Measured on Sponza with the
@@ -19,8 +23,8 @@ export const PROBE_DUE_SETTINGS: WebGPUStruct;
19
23
  * waits on nothing: the update comes after admit in its frame, so its traced time is the want's or later.
20
24
  *
21
25
  * The due go on the trace list, which holds the frame's updates, at most U: past it the count still
22
- * rises and nothing is written, and a probe not listed waits its next turn. With T = ⌈P_w / U⌉ over the
23
- * probes waiting, the expected count a frame is under U, so only NEW probes past U, a camera cut, wait.
26
+ * rises and nothing is written, and a probe not listed waits its next turn. Schedule's T keeps the
27
+ * expected count a frame under U, so only NEW probes past U, a camera cut, wait.
24
28
  *
25
29
  * @type {ComputeShader}
26
30
  */
@@ -1 +1 @@
1
- {"version":3,"file":"shader_probe_clipmap_due.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_due.js"],"names":[],"mappings":"AAkBA;;GAEG;AACH,iCAFU,YAAY,CAWC;AAavB;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,uCAFU,aAAa,CA4CpB;6BApG0B,sCAAsC;8BAHrC,kCAAkC"}
1
+ {"version":3,"file":"shader_probe_clipmap_due.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_due.js"],"names":[],"mappings":"AAkBA;;GAEG;AACH,iCAFU,YAAY,CAaC;AAavB;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,uCAFU,aAAa,CA6CpB;6BA3G0B,sCAAsC;8BAHrC,kCAAkC"}
@@ -28,6 +28,8 @@ export const PROBE_DUE_SETTINGS = WebGPUStruct.from({
28
28
  frame: u32,
29
29
  /** 1 for the pass that lists the NEW probes, 0 for the one that lists the rest */
30
30
  new_only: u32,
31
+ /** periods between an idle probe's turns, `probe_clipmap_idle_periods`, at least 1 */
32
+ idle_periods: u32,
31
33
  }, "ProbeDueSettings");
32
34
 
33
35
  const resources = new ShaderResourceSetDescriptor();
@@ -43,13 +45,17 @@ resources.createGroup()
43
45
 
44
46
  /**
45
47
  * Due (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.5): a thread an entry of the frame's active list,
46
- * dispatched twice through `PROBE_DISPATCH_ACTIVE` after schedule has set the period T. A probe is due
47
- * when a want waits on it:
48
- * - it is NEW, in the first pass, which lists them first: it has had no update;
49
- * - in the second pass, it is ALIVE or DEAD, a pixel or a hit wanted it since its last update, its
50
- * wanted time past its traced time, and `(frame + h(slot)) mod T` is 0. A DEAD probe is due every
51
- * period like an ALIVE one, its update casting `PROBE_DEAD_RAYS`, so that a probe inside a solid
52
- * notices when the scene changes (Enshrouded's dead probes trace 16 a frame).
48
+ * dispatched twice through `PROBE_DISPATCH_ACTIVE` after schedule has set the period T. A probe is due:
49
+ * - in the first pass, which lists them first, when it is NEW: it has had no update;
50
+ * - in the second pass, when it is ALIVE or DEAD and `(frame + h(slot)) mod P` is 0, where P is
51
+ * - T when a want waits on it: a pixel or a hit wanted it since its last update, its wanted time past
52
+ * its traced time;
53
+ * - T · `idle_periods` when it is idle, none waiting on it. Every live probe keeps being updated, so one
54
+ * that readers reach without wanting it, the bounce at a hit among them, and one a want comes back to,
55
+ * holds light no older than that. Its update is any other probe's.
56
+ *
57
+ * A DEAD probe is due like an ALIVE one, its update casting `PROBE_DEAD_RAYS`, so that a probe inside a
58
+ * solid notices when the scene changes (Enshrouded's dead probes trace 16 a frame).
53
59
  *
54
60
  * Wanted since its last update, not this frame: a hit wants a probe the frame after its own probe's
55
61
  * update, so a probe that only hits keep is wanted on few of its turns. Measured on Sponza with the
@@ -58,8 +64,8 @@ resources.createGroup()
58
64
  * waits on nothing: the update comes after admit in its frame, so its traced time is the want's or later.
59
65
  *
60
66
  * The due go on the trace list, which holds the frame's updates, at most U: past it the count still
61
- * rises and nothing is written, and a probe not listed waits its next turn. With T = ⌈P_w / U⌉ over the
62
- * probes waiting, the expected count a frame is under U, so only NEW probes past U, a camera cut, wait.
67
+ * rises and nothing is written, and a probe not listed waits its next turn. Schedule's T keeps the
68
+ * expected count a frame under U, so only NEW probes past U, a camera cut, wait.
63
69
  *
64
70
  * @type {ComputeShader}
65
71
  */
@@ -87,13 +93,14 @@ fn main(
87
93
  // wanted since its last update
88
94
  let waiting = probe_records[slot].wanted_frame > probe_records[slot].traced_frame;
89
95
 
90
- let period = max(probe_counters[PROBE_COUNTER_PERIOD], 1u);
96
+ // an idle probe's turn comes once in as many periods as the settings give
97
+ let period = max(probe_counters[PROBE_COUNTER_PERIOD], 1u) * select(max(settings.idle_periods, 1u), 1u, waiting);
91
98
  let turn = settings.frame + hash_lowbias32(slot);
92
99
 
93
100
  if (settings.new_only != 0u) {
94
101
  due = kind == PROBE_STATE_NEW;
95
102
  } else {
96
- due = waiting && (kind == PROBE_STATE_ALIVE || kind == PROBE_STATE_DEAD) && turn % period == 0u;
103
+ due = (kind == PROBE_STATE_ALIVE || kind == PROBE_STATE_DEAD) && turn % period == 0u;
97
104
  }
98
105
  }
99
106
 
@@ -204,7 +204,7 @@ fn probe_clipmap_local_irradiance(cascade: u32, position: vec3<f32>, normal: vec
204
204
  return estimate;
205
205
  }
206
206
 
207
- let shadow = brick_clipmap_trace(lifted, to_light / span, 0.0, reach, settings.brick_cascade_count);
207
+ let shadow = brick_clipmap_trace(lifted, to_light / span, 0.0, reach, settings.brick_cascade_count, settings.brick_atlas_shift);
208
208
 
209
209
  return select(vec3<f32>(0.0), estimate, shadow.kind == BRICK_TRACE_MISS);
210
210
  }
@@ -1 +1 @@
1
- {"version":3,"file":"shader_probe_clipmap_relocate.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_relocate.js"],"names":[],"mappings":"AAyBA;;GAEG;AACH,sCAFU,YAAY,CAOM;AAkB5B;;;;;;;;;;;;;;;;;;;GAmBG;AACH,4CAFU,aAAa,CAyDpB;6BAzH0B,sCAAsC;8BAHrC,kCAAkC"}
1
+ {"version":3,"file":"shader_probe_clipmap_relocate.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_relocate.js"],"names":[],"mappings":"AAyBA;;GAEG;AACH,sCAFU,YAAY,CASM;AAkB5B;;;;;;;;;;;;;;;;;;;GAmBG;AACH,4CAFU,aAAa,CAyDpB;6BA3H0B,sCAAsC;8BAHrC,kCAAkC"}
@@ -31,6 +31,8 @@ export const PROBE_RELOCATE_SETTINGS = WebGPUStruct.from({
31
31
  trace_capacity: u32,
32
32
  /** the brick clipmap's cascades, what its field is read through */
33
33
  brick_cascade_count: u32,
34
+ /** the brick atlas's footprint as shifts, `GPUBrickClipmap#atlas_shift` */
35
+ brick_atlas_shift: u32,
34
36
  }, "ProbeRelocateSettings");
35
37
 
36
38
  const resources = new ShaderResourceSetDescriptor();
@@ -97,13 +99,13 @@ fn main(
97
99
  var position = lattice;
98
100
 
99
101
  for (var step = 0u; step < ${PROBE_RELOCATION_STEPS}u; step++) {
100
- let distance = brick_clipmap_distance(position, settings.brick_cascade_count);
102
+ let distance = brick_clipmap_distance(position, settings.brick_cascade_count, settings.brick_atlas_shift);
101
103
 
102
104
  if (distance >= clearance) {
103
105
  break;
104
106
  }
105
107
 
106
- let gradient = brick_clipmap_gradient(position, settings.brick_cascade_count);
108
+ let gradient = brick_clipmap_gradient(position, settings.brick_cascade_count, settings.brick_atlas_shift);
107
109
 
108
110
  if (all(gradient == vec3<f32>(0.0))) {
109
111
  break;
@@ -1 +1 @@
1
- {"version":3,"file":"shader_probe_clipmap_retire.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_retire.js"],"names":[],"mappings":"AAyBA;;GAEG;AACH,oCAFU,YAAY,CASI;AAiB1B;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,0CAFU,aAAa,CAsFpB;6BAxJ0B,sCAAsC;8BAHrC,kCAAkC"}
1
+ {"version":3,"file":"shader_probe_clipmap_retire.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_retire.js"],"names":[],"mappings":"AAyBA;;GAEG;AACH,oCAFU,YAAY,CASI;AAiB1B;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,0CAFU,aAAa,CAqFpB;6BAvJ0B,sCAAsC;8BAHrC,kCAAkC"}
@@ -120,10 +120,9 @@ fn main(
120
120
 
121
121
  // the oldest buckets whole, and as many of the one below them as are asked for; one that left its
122
122
  // window goes anyway and takes none of those
123
- let whole = PROBE_AGE_BUCKETS - min(probe_eviction.buckets, PROBE_AGE_BUCKETS);
124
- var evicted = evictable && counted >= whole;
123
+ var evicted = evictable && age_eviction_whole(counted, probe_eviction.buckets);
125
124
 
126
- if (held && evictable && counted + 1u == whole && probe_eviction.remaining > 0u) {
125
+ if (held && evictable && age_eviction_partial(counted, probe_eviction.buckets) && probe_eviction.remaining > 0u) {
127
126
  evicted = atomicAdd(&probe_counters[PROBE_COUNTER_EVICTED], 1u) < probe_eviction.remaining;
128
127
  }
129
128
 
@@ -6,9 +6,11 @@ export const PROBE_SCHEDULE_SETTINGS: WebGPUStruct;
6
6
  * Schedule (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.3, §8.5): one thread, after admit, when the frame's
7
7
  * active list is whole.
8
8
  * - The period: with P_w the probes waiting for an update, the NEW and those wanted since their last
9
- * update, `T = max(1, ⌈P_w / U⌉)` frames, so that every probe a want waits on is updated within a period
10
- * and the period follows the live count. Retire and admit counted them in
11
- * `probe_counters[PROBE_COUNTER_WAITING]`, which it empties for the next frame's; the period goes to
9
+ * update, P_i the idle, every other live probe, and m `idle_periods`,
10
+ * `T = max(1, ⌈(P_w + P_i / m) / U⌉)` frames. Every probe a want waits on is updated within a period and
11
+ * every idle one within m of them, a frame's updates U at most on average, and the period follows the
12
+ * live count. Retire and admit counted the waiting in `probe_counters[PROBE_COUNTER_WAITING]`, which it
13
+ * empties for the next frame's; the idle are the rest of the frame's active list. The period goes to
12
14
  * `probe_counters[PROBE_COUNTER_PERIOD]` for the due passes.
13
15
  * - The next frame's eviction, `probe_eviction`: as many slots as the free ones fall short of the frame's
14
16
  * wanted points and the slack, the probes wanted longest ago first. Walking retire's age buckets from the
@@ -1 +1 @@
1
- {"version":3,"file":"shader_probe_clipmap_schedule.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_schedule.js"],"names":[],"mappings":"AAgBA;;GAEG;AACH,sCAFU,YAAY,CAWM;AAa5B;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,4CAFU,aAAa,CA8DpB;6BAzH0B,sCAAsC;8BAHrC,kCAAkC"}
1
+ {"version":3,"file":"shader_probe_clipmap_schedule.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_schedule.js"],"names":[],"mappings":"AAgBA;;GAEG;AACH,sCAFU,YAAY,CAaM;AAa5B;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,4CAFU,aAAa,CA2CpB;6BA1G0B,sCAAsC;8BAHrC,kCAAkC"}
@@ -26,6 +26,8 @@ export const PROBE_SCHEDULE_SETTINGS = WebGPUStruct.from({
26
26
  trace_capacity: u32,
27
27
  /** slots kept free beyond the frame's wanted points, ⌈capacity · PROBE_FREE_SLACK⌉ */
28
28
  slack: u32,
29
+ /** idle probes the period counts as one waiting, `probe_clipmap_idle_periods`, at least 1 */
30
+ idle_periods: u32,
29
31
  }, "ProbeScheduleSettings");
30
32
 
31
33
  const resources = new ShaderResourceSetDescriptor();
@@ -43,9 +45,11 @@ resources.createGroup()
43
45
  * Schedule (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §8.3, §8.5): one thread, after admit, when the frame's
44
46
  * active list is whole.
45
47
  * - The period: with P_w the probes waiting for an update, the NEW and those wanted since their last
46
- * update, `T = max(1, ⌈P_w / U⌉)` frames, so that every probe a want waits on is updated within a period
47
- * and the period follows the live count. Retire and admit counted them in
48
- * `probe_counters[PROBE_COUNTER_WAITING]`, which it empties for the next frame's; the period goes to
48
+ * update, P_i the idle, every other live probe, and m `idle_periods`,
49
+ * `T = max(1, ⌈(P_w + P_i / m) / U⌉)` frames. Every probe a want waits on is updated within a period and
50
+ * every idle one within m of them, a frame's updates U at most on average, and the period follows the
51
+ * live count. Retire and admit counted the waiting in `probe_counters[PROBE_COUNTER_WAITING]`, which it
52
+ * empties for the next frame's; the idle are the rest of the frame's active list. The period goes to
49
53
  * `probe_counters[PROBE_COUNTER_PERIOD]` for the due passes.
50
54
  * - The next frame's eviction, `probe_eviction`: as many slots as the free ones fall short of the frame's
51
55
  * wanted points and the slack, the probes wanted longest ago first. Walking retire's age buckets from the
@@ -73,47 +77,28 @@ export const shader_probe_clipmap_schedule = ComputeShader.from({
73
77
  `
74
78
  @compute @workgroup_size(1)
75
79
  fn main() {
80
+ let live = min(probe_active_write.count, settings.capacity);
76
81
  let waiting = atomicLoad(&probe_counters[PROBE_COUNTER_WAITING]);
82
+ let idle = live - min(waiting, live);
83
+ let idle_periods = max(settings.idle_periods, 1u);
77
84
  let traced = max(settings.trace_capacity, 1u);
78
85
 
79
86
  atomicStore(&probe_counters[PROBE_COUNTER_WAITING], 0u);
80
- atomicStore(&probe_counters[PROBE_COUNTER_PERIOD], max(divide_round_up_u32(waiting, traced), 1u));
87
+ // ⌈(P_w + P_i / m) / U⌉ in whole numbers
88
+ atomicStore(&probe_counters[PROBE_COUNTER_PERIOD], max(divide_round_up_u32(waiting * idle_periods + idle, traced * idle_periods), 1u));
81
89
 
82
90
  // the slots short of the frame's wanted points and the slack
83
91
  let wanted = min(probe_wanted.count, settings.wanted_capacity);
84
92
  let room = wanted + settings.slack;
85
93
  let free = atomicLoad(&probe_counters[PROBE_COUNTER_FREE]);
86
94
 
87
- var lacking = select(0u, room - free, room > free);
88
- var buckets = 0u;
89
- var remaining = 0u;
90
-
91
- for (var k = 0u; k < PROBE_AGE_BUCKETS; k++) {
92
- let at = PROBE_COUNTER_AGES + PROBE_AGE_BUCKETS - 1u - k;
93
- let aged = atomicLoad(&probe_counters[at]);
94
-
95
- atomicStore(&probe_counters[at], 0u);
95
+ let plan = age_eviction_plan(&probe_counters, PROBE_COUNTER_AGES, select(0u, room - free, room > free));
96
96
 
97
- // a bucket nothing was counted in is taken only for an older one: what ages into a bucket below every
98
- // probe counted is not asked for
99
- if (lacking > 0u && aged > 0u) {
100
- if (aged <= lacking) {
101
- lacking -= aged;
102
- buckets = k + 1u;
103
- } else {
104
- buckets = k;
105
- remaining = lacking;
106
- lacking = 0u;
107
- }
108
- }
109
- }
110
-
111
- probe_eviction.buckets = buckets;
112
- probe_eviction.remaining = remaining;
97
+ probe_eviction.buckets = plan.x;
98
+ probe_eviction.remaining = plan.y;
113
99
 
114
100
  atomicStore(&probe_counters[PROBE_COUNTER_EVICTED], 0u);
115
101
 
116
- let live = min(probe_active_write.count, settings.capacity);
117
102
  let folded = folded_dispatch(divide_round_up_u32(live, PROBE_THREAD_WORKGROUP_SIZE));
118
103
 
119
104
  probe_dispatch[PROBE_DISPATCH_ACTIVE] = folded.x;
@@ -110,7 +110,7 @@ fn main(
110
110
  let cascade = (record.flags >> PROBE_RAY_CASCADE_SHIFT) & PROBE_RAY_CASCADE_MASK;
111
111
 
112
112
  let draw = hash_to_float01(pcg4d(vec4<u32>(probe_trace.elements[k], record.direction, 0x510E527Fu, 0u)).x);
113
- let surface = probe_clipmap_hit_material_pick(position, normal, cascade, draw);
113
+ let surface = probe_clipmap_hit_material_pick(position, normal, cascade, draw, settings.brick_atlas_shift);
114
114
  let direct = rgbe9995_decode(record.light);
115
115
 
116
116
  radiance = surface.emissive + surface.albedo * direct * RECIPROCAL_PI;
@@ -1 +1 @@
1
- {"version":3,"file":"shader_probe_clipmap_trace.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.js"],"names":[],"mappings":"AAkDA;;GAEG;AACH,mCAFU,YAAY,CAeG;AAsBzB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,yCAFU,aAAa,CAuJpB;6BAvP0B,sCAAsC;8BAHrC,kCAAkC"}
1
+ {"version":3,"file":"shader_probe_clipmap_trace.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.js"],"names":[],"mappings":"AAkDA;;GAEG;AACH,mCAFU,YAAY,CAiBG;AAsBzB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,yCAFU,aAAa,CAuJpB;6BAzP0B,sCAAsC;8BAHrC,kCAAkC"}
@@ -64,6 +64,8 @@ export const PROBE_TRACE_SETTINGS = WebGPUStruct.from({
64
64
  t_max: f32,
65
65
  /** updates between a probe's uniform ones, `PROBE_UNIFORM_PERIOD` */
66
66
  uniform_period: u32,
67
+ /** the brick atlas's footprint as shifts, `GPUBrickClipmap#atlas_shift` */
68
+ brick_atlas_shift: u32,
67
69
  }, "ProbeTraceSettings");
68
70
 
69
71
  const resources = new ShaderResourceSetDescriptor();
@@ -198,7 +200,7 @@ fn main(
198
200
  let start = brick_clipmap_start(origin, cascade_count);
199
201
  let t_min = brick_levels[min(start, cascade_count - 1u)].cell_size / ${MESH_SDF_BRICK_VOXELS}.0;
200
202
 
201
- let hit = brick_clipmap_trace(origin, direction, t_min, settings.t_max, cascade_count);
203
+ let hit = brick_clipmap_trace(origin, direction, t_min, settings.t_max, cascade_count, settings.brick_atlas_shift);
202
204
 
203
205
  let is_hit = hit.kind == BRICK_TRACE_HIT;
204
206
  let back_face = is_hit && dot(hit.normal, direction) > 0.0;
@@ -229,7 +231,7 @@ fn main(
229
231
  // a point of the disk of its own for each light, apart from the origin's draw
230
232
  let hash = pcg3d(vec3<u32>(slot, packed, 0x3C6EF372u + shadowed));
231
233
  let toward = cone_sample_direction(-light.direction, light.disk_radius, vec2<f32>(hash_to_float01(hash.x), hash_to_float01(hash.y)));
232
- let shadow = brick_clipmap_trace(lifted, toward, 0.0, settings.t_max, cascade_count);
234
+ let shadow = brick_clipmap_trace(lifted, toward, 0.0, settings.t_max, cascade_count, settings.brick_atlas_shift);
233
235
 
234
236
  visible = select(0.0, 1.0, shadow.kind == BRICK_TRACE_MISS);
235
237
  }