@aardworx/wombat.rendering 0.8.1 → 0.9.1

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Files changed (141) hide show
  1. package/dist/core/command.d.ts +7 -9
  2. package/dist/core/command.d.ts.map +1 -1
  3. package/dist/core/renderTask.d.ts +64 -1
  4. package/dist/core/renderTask.d.ts.map +1 -1
  5. package/dist/core/renderTask.js +3 -1
  6. package/dist/core/renderTask.js.map +1 -1
  7. package/dist/resources/preparedRenderObject.js +3 -3
  8. package/dist/resources/preparedRenderObject.js.map +1 -1
  9. package/dist/resources/uniformBuffer.d.ts.map +1 -1
  10. package/dist/resources/uniformBuffer.js +17 -0
  11. package/dist/resources/uniformBuffer.js.map +1 -1
  12. package/dist/runtime/derivedUniforms/dispatch.d.ts +105 -0
  13. package/dist/runtime/derivedUniforms/dispatch.d.ts.map +1 -0
  14. package/dist/runtime/derivedUniforms/dispatch.js +355 -0
  15. package/dist/runtime/derivedUniforms/dispatch.js.map +1 -0
  16. package/dist/runtime/derivedUniforms/index.d.ts +6 -0
  17. package/dist/runtime/derivedUniforms/index.d.ts.map +1 -0
  18. package/dist/runtime/derivedUniforms/index.js +26 -0
  19. package/dist/runtime/derivedUniforms/index.js.map +1 -0
  20. package/dist/runtime/derivedUniforms/recipes.d.ts +42 -0
  21. package/dist/runtime/derivedUniforms/recipes.d.ts.map +1 -0
  22. package/dist/runtime/derivedUniforms/recipes.js +134 -0
  23. package/dist/runtime/derivedUniforms/recipes.js.map +1 -0
  24. package/dist/runtime/derivedUniforms/sceneIntegration.d.ts +56 -0
  25. package/dist/runtime/derivedUniforms/sceneIntegration.d.ts.map +1 -0
  26. package/dist/runtime/derivedUniforms/sceneIntegration.js +171 -0
  27. package/dist/runtime/derivedUniforms/sceneIntegration.js.map +1 -0
  28. package/dist/runtime/derivedUniforms/slotId.d.ts +15 -0
  29. package/dist/runtime/derivedUniforms/slotId.d.ts.map +1 -0
  30. package/dist/runtime/derivedUniforms/slotId.js +30 -0
  31. package/dist/runtime/derivedUniforms/slotId.js.map +1 -0
  32. package/dist/runtime/derivedUniforms/slots.d.ts +49 -0
  33. package/dist/runtime/derivedUniforms/slots.d.ts.map +1 -0
  34. package/dist/runtime/derivedUniforms/slots.js +123 -0
  35. package/dist/runtime/derivedUniforms/slots.js.map +1 -0
  36. package/dist/runtime/derivedUniforms/uberKernel.wgsl.d.ts +13 -0
  37. package/dist/runtime/derivedUniforms/uberKernel.wgsl.d.ts.map +1 -0
  38. package/dist/runtime/derivedUniforms/uberKernel.wgsl.js +218 -0
  39. package/dist/runtime/derivedUniforms/uberKernel.wgsl.js.map +1 -0
  40. package/dist/runtime/flattenTree.d.ts +5 -0
  41. package/dist/runtime/flattenTree.d.ts.map +1 -0
  42. package/dist/runtime/flattenTree.js +45 -0
  43. package/dist/runtime/flattenTree.js.map +1 -0
  44. package/dist/runtime/heapAdapter.d.ts +16 -0
  45. package/dist/runtime/heapAdapter.d.ts.map +1 -0
  46. package/dist/runtime/heapAdapter.js +263 -0
  47. package/dist/runtime/heapAdapter.js.map +1 -0
  48. package/dist/runtime/heapEffect.d.ts +235 -0
  49. package/dist/runtime/heapEffect.d.ts.map +1 -0
  50. package/dist/runtime/heapEffect.js +529 -0
  51. package/dist/runtime/heapEffect.js.map +1 -0
  52. package/dist/runtime/heapEffectIR.d.ts +34 -0
  53. package/dist/runtime/heapEffectIR.d.ts.map +1 -0
  54. package/dist/runtime/heapEffectIR.js +1161 -0
  55. package/dist/runtime/heapEffectIR.js.map +1 -0
  56. package/dist/runtime/heapEligibility.d.ts +9 -0
  57. package/dist/runtime/heapEligibility.d.ts.map +1 -0
  58. package/dist/runtime/heapEligibility.js +195 -0
  59. package/dist/runtime/heapEligibility.js.map +1 -0
  60. package/dist/runtime/heapScene.d.ts +240 -31
  61. package/dist/runtime/heapScene.d.ts.map +1 -1
  62. package/dist/runtime/heapScene.js +3334 -265
  63. package/dist/runtime/heapScene.js.map +1 -1
  64. package/dist/runtime/heapShaderFamily.d.ts +132 -0
  65. package/dist/runtime/heapShaderFamily.d.ts.map +1 -0
  66. package/dist/runtime/heapShaderFamily.js +866 -0
  67. package/dist/runtime/heapShaderFamily.js.map +1 -0
  68. package/dist/runtime/hybridScene.d.ts +133 -0
  69. package/dist/runtime/hybridScene.d.ts.map +1 -0
  70. package/dist/runtime/hybridScene.js +159 -0
  71. package/dist/runtime/hybridScene.js.map +1 -0
  72. package/dist/runtime/index.d.ts +8 -1
  73. package/dist/runtime/index.d.ts.map +1 -1
  74. package/dist/runtime/index.js +9 -1
  75. package/dist/runtime/index.js.map +1 -1
  76. package/dist/runtime/renderTask.d.ts +21 -4
  77. package/dist/runtime/renderTask.d.ts.map +1 -1
  78. package/dist/runtime/renderTask.js +127 -32
  79. package/dist/runtime/renderTask.js.map +1 -1
  80. package/dist/runtime/runtime.d.ts +33 -3
  81. package/dist/runtime/runtime.d.ts.map +1 -1
  82. package/dist/runtime/runtime.js +12 -3
  83. package/dist/runtime/runtime.js.map +1 -1
  84. package/dist/runtime/scenePass.d.ts +28 -3
  85. package/dist/runtime/scenePass.d.ts.map +1 -1
  86. package/dist/runtime/scenePass.js +37 -4
  87. package/dist/runtime/scenePass.js.map +1 -1
  88. package/dist/runtime/textureAtlas/atlasMipGutterKernel.d.ts +35 -0
  89. package/dist/runtime/textureAtlas/atlasMipGutterKernel.d.ts.map +1 -0
  90. package/dist/runtime/textureAtlas/atlasMipGutterKernel.js +247 -0
  91. package/dist/runtime/textureAtlas/atlasMipGutterKernel.js.map +1 -0
  92. package/dist/runtime/textureAtlas/atlasPool.d.ts +240 -0
  93. package/dist/runtime/textureAtlas/atlasPool.d.ts.map +1 -0
  94. package/dist/runtime/textureAtlas/atlasPool.js +798 -0
  95. package/dist/runtime/textureAtlas/atlasPool.js.map +1 -0
  96. package/dist/runtime/textureAtlas/bvhTree2d.d.ts +33 -0
  97. package/dist/runtime/textureAtlas/bvhTree2d.d.ts.map +1 -0
  98. package/dist/runtime/textureAtlas/bvhTree2d.js +501 -0
  99. package/dist/runtime/textureAtlas/bvhTree2d.js.map +1 -0
  100. package/dist/runtime/textureAtlas/packer.d.ts +50 -0
  101. package/dist/runtime/textureAtlas/packer.d.ts.map +1 -0
  102. package/dist/runtime/textureAtlas/packer.js +390 -0
  103. package/dist/runtime/textureAtlas/packer.js.map +1 -0
  104. package/dist/window/loop.d.ts +14 -0
  105. package/dist/window/loop.d.ts.map +1 -1
  106. package/dist/window/loop.js +18 -5
  107. package/dist/window/loop.js.map +1 -1
  108. package/package.json +6 -5
  109. package/src/core/command.ts +9 -9
  110. package/src/core/renderTask.ts +55 -2
  111. package/src/resources/preparedRenderObject.ts +3 -3
  112. package/src/resources/uniformBuffer.ts +15 -0
  113. package/src/runtime/derivedUniforms/dispatch.ts +407 -0
  114. package/src/runtime/derivedUniforms/index.ts +52 -0
  115. package/src/runtime/derivedUniforms/recipes.ts +159 -0
  116. package/src/runtime/derivedUniforms/sceneIntegration.ts +239 -0
  117. package/src/runtime/derivedUniforms/slotId.ts +35 -0
  118. package/src/runtime/derivedUniforms/slots.ts +155 -0
  119. package/src/runtime/derivedUniforms/uberKernel.wgsl.ts +220 -0
  120. package/src/runtime/flattenTree.ts +46 -0
  121. package/src/runtime/heapAdapter.ts +314 -0
  122. package/src/runtime/heapEffect.ts +728 -0
  123. package/src/runtime/heapEffectIR.ts +1211 -0
  124. package/src/runtime/heapEligibility.ts +189 -0
  125. package/src/runtime/heapScene.ts +3981 -349
  126. package/src/runtime/heapShaderFamily.ts +1102 -0
  127. package/src/runtime/hybridScene.ts +310 -0
  128. package/src/runtime/index.ts +45 -1
  129. package/src/runtime/renderTask.ts +167 -32
  130. package/src/runtime/runtime.ts +37 -4
  131. package/src/runtime/scenePass.ts +39 -4
  132. package/src/runtime/textureAtlas/atlasMipGutterKernel.ts +291 -0
  133. package/src/runtime/textureAtlas/atlasPool.ts +991 -0
  134. package/src/runtime/textureAtlas/bvhTree2d.ts +530 -0
  135. package/src/runtime/textureAtlas/packer.ts +429 -0
  136. package/src/window/loop.ts +32 -6
  137. package/dist/runtime/heapShader.d.ts +0 -12
  138. package/dist/runtime/heapShader.d.ts.map +0 -1
  139. package/dist/runtime/heapShader.js +0 -157
  140. package/dist/runtime/heapShader.js.map +0 -1
  141. package/src/runtime/heapShader.ts +0 -185
@@ -0,0 +1,429 @@
1
+ // TexturePacking — incremental immutable MaxRects-style 2D rectangle
2
+ // packer over `BvhTree2d`.
3
+ //
4
+ // Port of `Aardvark.Geometry.TexturePacking<'a>` from
5
+ // `aardvark.base/src/Aardvark.Geometry/TexturePacking.fs`. Algorithm:
6
+ // - Atlas is described by a set of free MaxRects (contained in a
7
+ // `BvhTree2d` keyed on the rect itself for O(log N) queries).
8
+ // - tryAdd picks the free rect with the smallest waste that fits the
9
+ // incoming size (with optional 90° rotation), splits the chosen
10
+ // rect into the placed sub-rect plus residual MaxRects.
11
+ // - Remove restores a sub-rect and merges with adjacent free rects
12
+ // using the F# `merge` routine, which incrementally maintains
13
+ // non-overlapping MaxRects covering the released region + neighbours.
14
+ //
15
+ // The wombat port keys the BVH on `Box2i` value-objects. We use a
16
+ // stable string key (`"minX,minY,maxX,maxY"`) so identical rectangles
17
+ // share a Map slot — Box2i instances themselves are reference types in
18
+ // JS and would not collide otherwise.
19
+
20
+ import { Box2d, Box2i, V2d, V2i } from "@aardworx/wombat.base";
21
+ import { BvhTree2d } from "./bvhTree2d.js";
22
+
23
+ // ─── Box2i helpers (mirroring the F# helpers in this module) ───────
24
+
25
+ const boxKey = (b: Box2i): string => {
26
+ const mn = b.min, mx = b.max;
27
+ return `${mn.x},${mn.y},${mx.x},${mx.y}`;
28
+ };
29
+
30
+ const sizeOf = (b: Box2i): V2i => {
31
+ const mn = b.min, mx = b.max;
32
+ return new V2i(mx.x - mn.x + 1, mx.y - mn.y + 1);
33
+ };
34
+
35
+ const isValid2i = (b: Box2i): boolean => {
36
+ const mn = b.min, mx = b.max;
37
+ return mn.x <= mx.x && mn.y <= mx.y;
38
+ };
39
+
40
+ const intersects2i = (a: Box2i, b: Box2i): boolean => {
41
+ const amin = a.min, amax = a.max, bmin = b.min, bmax = b.max;
42
+ return amin.x <= bmax.x && amax.x >= bmin.x && amin.y <= bmax.y && amax.y >= bmin.y;
43
+ };
44
+
45
+ const intersectsTouching2i = (a: Box2i, b: Box2i): boolean => {
46
+ // Mirror F# `intersects` inside `maxRects`: a 1-unit halo so adjacent
47
+ // rectangles count as overlapping (used to detect contact).
48
+ const amin = a.min, amax = a.max, bmin = b.min, bmax = b.max;
49
+ return amin.x <= bmax.x + 1 && amax.x >= bmin.x - 1 && amin.y <= bmax.y + 1 && amax.y >= bmin.y - 1;
50
+ };
51
+
52
+ const contains2i = (outer: Box2i, inner: Box2i): boolean => {
53
+ const omin = outer.min, omax = outer.max, imin = inner.min, imax = inner.max;
54
+ return omin.x <= imin.x && omin.y <= imin.y && omax.x >= imax.x && omax.y >= imax.y;
55
+ };
56
+
57
+ const equals2i = (a: Box2i, b: Box2i): boolean => {
58
+ const amin = a.min, amax = a.max, bmin = b.min, bmax = b.max;
59
+ return amin.x === bmin.x && amin.y === bmin.y && amax.x === bmax.x && amax.y === bmax.y;
60
+ };
61
+
62
+ const mkBox = (minX: number, minY: number, maxX: number, maxY: number): Box2i =>
63
+ new Box2i(minX, minY, maxX, maxY);
64
+
65
+ // `createBox`: half-pixel padded Box2d for BVH key. Exact mirror of
66
+ // F#'s `createBox`.
67
+ const createBox = (b: Box2i): Box2d => {
68
+ const mn = b.min, mx = b.max;
69
+ return Box2d.fromMinMax(
70
+ new V2d(mn.x - 0.5, mn.y - 0.5),
71
+ new V2d(mx.x + 0.5, mx.y + 0.5),
72
+ );
73
+ };
74
+
75
+ // Subtract `b` from `a` (the placed rect from a free rect) and produce
76
+ // up to four residual MaxRects strips. Mirrors F#'s `split`.
77
+ const splitRects = (a: Box2i, b: Box2i): Box2i[] => {
78
+ const cands: Box2i[] = [
79
+ mkBox(b.max.x + 1, a.min.y, a.max.x, a.max.y),
80
+ mkBox(a.min.x, a.min.y, b.min.x - 1, a.max.y),
81
+ mkBox(a.min.x, b.max.y + 1, a.max.x, a.max.y),
82
+ mkBox(a.min.x, a.min.y, a.max.x, b.min.y - 1),
83
+ ];
84
+ return cands.filter(isValid2i);
85
+ };
86
+
87
+ // MaxRects union/cleanup. Direct port of F#'s `maxRects`.
88
+ const maxRectsCombine = (a: Box2i, b: Box2i): Box2i[] => {
89
+ if (intersectsTouching2i(a, b)) {
90
+ if (contains2i(a, b)) return [a];
91
+ if (contains2i(b, a)) return [b];
92
+ const ax0 = a.min.x, ax1 = a.max.x, ay0 = a.min.y, ay1 = a.max.y;
93
+ const bx0 = b.min.x, bx1 = b.max.x, by0 = b.min.y, by1 = b.max.y;
94
+
95
+ // RangeX of a contains RangeX of b: ax0<=bx0 && ax1>=bx1
96
+ const abx = ax0 <= bx0 && ax1 >= bx1;
97
+ const bax = bx0 <= ax0 && bx1 >= ax1;
98
+ const aby = ay0 <= by0 && ay1 >= by1;
99
+ const bay = by0 <= ay0 && by1 >= ay1;
100
+
101
+ if (abx && bax) {
102
+ // identical X — Y-union
103
+ return [mkBox(ax0, Math.min(ay0, by0), ax1, Math.max(ay1, by1))];
104
+ }
105
+ if (aby && bay) {
106
+ return [mkBox(Math.min(ax0, bx0), ay0, Math.max(ax1, bx1), ay1)];
107
+ }
108
+ if (abx) {
109
+ return [mkBox(bx0, Math.min(ay0, by0), bx1, Math.max(ay1, by1)), a];
110
+ }
111
+ if (bax) {
112
+ return [mkBox(ax0, Math.min(ay0, by0), ax1, Math.max(ay1, by1)), b];
113
+ }
114
+ if (aby) {
115
+ return [mkBox(Math.min(ax0, bx0), by0, Math.max(ax1, bx1), by1), a];
116
+ }
117
+ if (bay) {
118
+ return [mkBox(Math.min(ax0, bx0), ay0, Math.max(ax1, bx1), ay1), b];
119
+ }
120
+ // Cross case: produce the two orthogonal strips of each rect's
121
+ // overlap with the other, plus both originals; filter invalid.
122
+ const out: Box2i[] = [
123
+ mkBox(Math.min(ax0, bx0), Math.max(ay0, by0), Math.max(ax1, bx1), Math.min(ay1, by1)),
124
+ mkBox(Math.max(ax0, bx0), Math.min(ay0, by0), Math.min(ax1, bx1), Math.max(ay1, by1)),
125
+ a,
126
+ b,
127
+ ];
128
+ return out.filter(isValid2i);
129
+ }
130
+ return [a, b];
131
+ };
132
+
133
+ // Merge a freshly-released rect `n` with already-known adjacent free
134
+ // rects, producing the new MaxRects covering the union. Direct port
135
+ // of F#'s `merge`.
136
+ const merge = (n: Box2i, boxes: Iterable<Box2i>): Box2i[] => {
137
+ const boxArr = [...boxes];
138
+ if (boxArr.length === 0) return [n];
139
+
140
+ type FreeT = BvhTree2d<string, Box2i>;
141
+ let free: FreeT = BvhTree2d.empty<string, Box2i>();
142
+
143
+ const addOne = (b: Box2i): void => {
144
+ const q = mkBox(b.min.x - 1, b.min.y - 1, b.max.x + 1, b.max.y + 1);
145
+ const touching: Box2i[] = [];
146
+ for (const [, val] of free.getIntersecting(createBox(q))) {
147
+ if (intersectsTouching2i(val, q)) touching.push(val);
148
+ }
149
+ if (touching.length === 0) {
150
+ free = free.add(boxKey(b), createBox(b), b);
151
+ return;
152
+ }
153
+ for (const o of touching) {
154
+ free = free.remove(boxKey(o));
155
+ for (const r of maxRectsCombine(o, b)) {
156
+ // skip if any existing free rect already contains r
157
+ let contained = false;
158
+ for (const [, val] of free.getContaining(createBox(r))) {
159
+ if (contains2i(val, r)) { contained = true; break; }
160
+ }
161
+ if (!contained) {
162
+ // remove any free rect r contains
163
+ const containedKeys: string[] = [];
164
+ for (const [k, val] of free.getContained(createBox(r))) {
165
+ if (contains2i(r, val)) containedKeys.push(k);
166
+ void val;
167
+ }
168
+ for (const k of containedKeys) free = free.remove(k);
169
+ free = free.add(boxKey(r), createBox(r), r);
170
+ }
171
+ }
172
+ }
173
+ };
174
+
175
+ addOne(n);
176
+ for (const b of boxArr) addOne(b);
177
+
178
+ return [...free.toSeq()].map(([, , v]) => v);
179
+ };
180
+
181
+ // Add a free rect into the tree iff no existing rect already contains
182
+ // it. Mirror of F#'s `addFree`.
183
+ const addFree = (b: Box2i, free: BvhTree2d<string, Box2i>): BvhTree2d<string, Box2i> => {
184
+ if (!isValid2i(b)) return free;
185
+ let containing = false;
186
+ for (const [, v] of free.getContaining(createBox(b))) {
187
+ if (contains2i(v, b)) { containing = true; break; }
188
+ }
189
+ if (containing) return free;
190
+ return free.add(boxKey(b), createBox(b), b);
191
+ };
192
+
193
+ /**
194
+ * Immutable 2D atlas. Generic over `K` (entry key — anything that's a
195
+ * valid `Map` key works; we recommend strings or numbers).
196
+ */
197
+ export class TexturePacking<K> {
198
+ private constructor(
199
+ public readonly size: V2i,
200
+ public readonly allowRotate: boolean,
201
+ private readonly free: BvhTree2d<string, Box2i>,
202
+ /** Used rects keyed on the user's K. */
203
+ public readonly used: ReadonlyMap<K, Box2i>,
204
+ ) {}
205
+
206
+ static empty<K>(size: V2i, allowRotate: boolean = true): TexturePacking<K> {
207
+ if (size.x <= 0 || size.y <= 0) {
208
+ return new TexturePacking<K>(new V2i(0, 0), allowRotate, BvhTree2d.empty<string, Box2i>(), new Map());
209
+ }
210
+ const bb = mkBox(0, 0, size.x - 1, size.y - 1);
211
+ const tree = BvhTree2d.empty<string, Box2i>().add(boxKey(bb), createBox(bb), bb);
212
+ return new TexturePacking<K>(size, allowRotate, tree, new Map());
213
+ }
214
+
215
+ static create<K>(size: V2i, allowRotate: boolean = true): TexturePacking<K> {
216
+ return TexturePacking.empty<K>(size, allowRotate);
217
+ }
218
+
219
+ get count(): number {
220
+ return this.used.size;
221
+ }
222
+
223
+ get isEmpty(): boolean {
224
+ return this.used.size === 0;
225
+ }
226
+
227
+ /** All free MaxRects. */
228
+ get freeRects(): Iterable<Box2i> {
229
+ return [...this.free.toSeq()].map(([, , v]) => v);
230
+ }
231
+
232
+ get occupancy(): number {
233
+ let area = 0;
234
+ for (const [, b] of this.used) {
235
+ const s = sizeOf(b);
236
+ area += s.x * s.y;
237
+ }
238
+ const total = this.size.x * this.size.y;
239
+ return total > 0 ? area / total : 0;
240
+ }
241
+
242
+ /**
243
+ * Try to insert one entry. Returns the new packing on success, or
244
+ * `null` if no free rect (with optional rotation) can accommodate
245
+ * `size`.
246
+ *
247
+ * If `id` is already present:
248
+ * - same size → returns `this` (no-op).
249
+ * - different size → removes then re-adds.
250
+ */
251
+ tryAdd(id: K, size: V2i): TexturePacking<K> | null;
252
+ /** Atomic batch insert: returns null if any element would not fit. */
253
+ tryAdd(many: Iterable<readonly [K, V2i]>): TexturePacking<K> | null;
254
+ tryAdd(a: K | Iterable<readonly [K, V2i]>, b?: V2i): TexturePacking<K> | null {
255
+ if (b === undefined) {
256
+ let cur: TexturePacking<K> | null = this;
257
+ for (const [id, sz] of a as Iterable<readonly [K, V2i]>) {
258
+ if (cur === null) return null;
259
+ cur = cur.tryAddOne(id, sz);
260
+ }
261
+ return cur;
262
+ }
263
+ return this.tryAddOne(a as K, b);
264
+ }
265
+
266
+ private tryAddOne(id: K, size: V2i): TexturePacking<K> | null {
267
+ if (size.x <= 0 || size.y <= 0) return this;
268
+ const ex = this.used.get(id);
269
+ if (ex !== undefined) {
270
+ const s = sizeOf(ex);
271
+ if (s.x === size.x && s.y === size.y) return this;
272
+ const removed = this.remove(id);
273
+ return removed.tryAddOne(id, size);
274
+ }
275
+
276
+ // Score each free rect; pick the smallest waste that fits.
277
+ let best: { rect: Box2i; upright: boolean; score: number } | undefined;
278
+ for (const [, , rect] of this.free.toSeq()) {
279
+ const sh = sizeOf(rect);
280
+ const f0 = sh.x >= size.x && sh.y >= size.y;
281
+ const f1 = this.allowRotate ? sh.x >= size.y && sh.y >= size.x : false;
282
+ const w0 = (sh.x - size.x) * (sh.y - size.y);
283
+ const w1 = (sh.x - size.y) * (sh.y - size.x);
284
+ let cand: { score: number; upright: boolean } | undefined;
285
+ if (f0 && f1) {
286
+ if (w0 < w1) cand = { score: w0, upright: true };
287
+ else cand = { score: w1, upright: false };
288
+ } else if (f0) cand = { score: w0, upright: true };
289
+ else if (f1) cand = { score: w1, upright: false };
290
+ if (cand !== undefined && (best === undefined || cand.score < best.score)) {
291
+ best = { rect, upright: cand.upright, score: cand.score };
292
+ }
293
+ }
294
+
295
+ if (best === undefined) return null;
296
+
297
+ const placedSize = best.upright ? size : new V2i(size.y, size.x);
298
+ const fitting = best.rect;
299
+
300
+ // Two slabs left of `fitting` after placement: right strip + top
301
+ // strip. Mirror F# layout.
302
+ const r0 = mkBox(fitting.min.x + placedSize.x, fitting.min.y, fitting.max.x, fitting.max.y);
303
+ const r1 = mkBox(fitting.min.x, fitting.min.y + placedSize.y, fitting.max.x, fitting.max.y);
304
+ const rect = mkBox(
305
+ fitting.min.x,
306
+ fitting.min.y,
307
+ fitting.min.x + placedSize.x - 1,
308
+ fitting.min.y + placedSize.y - 1,
309
+ );
310
+
311
+ let free = this.free.remove(boxKey(fitting));
312
+ free = addFree(r0, free);
313
+ free = addFree(r1, free);
314
+
315
+ // For every other free rect intersecting `rect`, replace with
316
+ // `splitRects(other, rect)`.
317
+ const intersecting: Array<[string, Box2i]> = [];
318
+ for (const [, , v] of free.toSeq()) {
319
+ if (intersects2i(v, rect)) intersecting.push([boxKey(v), v]);
320
+ }
321
+ for (const [k, other] of intersecting) {
322
+ free = free.remove(k);
323
+ for (const p of splitRects(other, rect)) free = addFree(p, free);
324
+ }
325
+
326
+ const newUsed = new Map(this.used);
327
+ newUsed.set(id, rect);
328
+ return new TexturePacking<K>(this.size, this.allowRotate, free, newUsed);
329
+ }
330
+
331
+ /** Remove `id` (no-op if absent). */
332
+ remove(id: K): TexturePacking<K> {
333
+ const rect = this.used.get(id);
334
+ if (rect === undefined) return this;
335
+ const newUsed = new Map(this.used);
336
+ newUsed.delete(id);
337
+
338
+ const qi = mkBox(rect.min.x - 1, rect.min.y - 1, rect.max.x + 1, rect.max.y + 1);
339
+ const adjacent: Box2i[] = [];
340
+ for (const [, , v] of [...this.free.getIntersecting(createBox(qi))].map(
341
+ ([k, vv]) => [k, vv, vv] as const,
342
+ )) {
343
+ if (
344
+ v.min.x === qi.max.x ||
345
+ v.max.x === qi.min.x ||
346
+ v.min.y === qi.max.y ||
347
+ v.max.y === qi.min.y
348
+ ) {
349
+ adjacent.push(v);
350
+ }
351
+ }
352
+ let free = this.free;
353
+ for (const a of adjacent) free = free.remove(boxKey(a));
354
+ for (const m of merge(rect, adjacent)) free = addFree(m, free);
355
+ return new TexturePacking<K>(this.size, this.allowRotate, free, newUsed);
356
+ }
357
+ }
358
+
359
+ // ─── Module-level helpers (matching the F# `module TexturePacking`) ─
360
+
361
+ export const empty = <K>(size: V2i): TexturePacking<K> => TexturePacking.empty<K>(size);
362
+ export const isEmpty = <K>(p: TexturePacking<K>): boolean => p.isEmpty;
363
+ export const count = <K>(p: TexturePacking<K>): number => p.count;
364
+ export const occupancy = <K>(p: TexturePacking<K>): number => p.occupancy;
365
+ export const tryAdd = <K>(id: K, size: V2i, p: TexturePacking<K>): TexturePacking<K> | null =>
366
+ p.tryAdd(id, size);
367
+
368
+ /** Sort-then-tryAdd helper. Sorting by descending max-extent matches the F# heuristic. */
369
+ export const tryAddMany = <K>(
370
+ elements: Iterable<readonly [K, V2i]>,
371
+ p: TexturePacking<K>,
372
+ ): TexturePacking<K> | null => {
373
+ const arr = [...elements];
374
+ arr.sort((a, b) => Math.max(b[1].x, b[1].y) - Math.max(a[1].x, a[1].y));
375
+ return p.tryAdd(arr);
376
+ };
377
+
378
+ export const tryOfArray = <K>(
379
+ size: V2i,
380
+ elements: ReadonlyArray<readonly [K, V2i]>,
381
+ ): TexturePacking<K> | null => tryAddMany(elements, empty<K>(size));
382
+
383
+ /**
384
+ * Build an optimal-square packing for the given elements, doubling
385
+ * the side until everything fits then binary-searching down. Mirrors
386
+ * F#'s `TexturePacking.square`.
387
+ */
388
+ export const square = <K>(elements: ReadonlyArray<readonly [K, V2i]>): TexturePacking<K> => {
389
+ const arr = [...elements];
390
+ arr.sort((a, b) => Math.max(b[1].x, b[1].y) - Math.max(a[1].x, a[1].y));
391
+ if (arr.length === 0) return empty<K>(new V2i(0, 0));
392
+ if (arr.length === 1) {
393
+ const [id, sz] = arr[0]!;
394
+ const s = Math.max(sz.x, sz.y);
395
+ return empty<K>(new V2i(s, s)).tryAdd(id, sz)!;
396
+ }
397
+ let area = 0;
398
+ for (const [, sz] of arr) area += sz.x * sz.y;
399
+ let lo = Math.floor(Math.sqrt(area));
400
+ let hi = nextPow2(lo);
401
+ let best = tryOfArray(new V2i(hi, hi), arr);
402
+ while (best === null) {
403
+ lo = hi;
404
+ hi = hi * 2;
405
+ best = tryOfArray(new V2i(hi, hi), arr);
406
+ }
407
+ let bestPacking = best;
408
+ while (hi > lo + 1) {
409
+ const m = (hi + lo) >> 1;
410
+ const p = tryOfArray(new V2i(m, m), arr);
411
+ if (p !== null) {
412
+ bestPacking = p;
413
+ hi = m;
414
+ } else {
415
+ lo = m;
416
+ }
417
+ }
418
+ return bestPacking;
419
+ };
420
+
421
+ function nextPow2(n: number): number {
422
+ if (n <= 1) return 1;
423
+ let p = 1;
424
+ while (p < n) p *= 2;
425
+ return p;
426
+ }
427
+
428
+ // silence unused-helper warning at export-time tooling
429
+ void equals2i;
@@ -39,6 +39,20 @@ export interface RunFrameOptions {
39
39
  * behavior.
40
40
  */
41
41
  readonly onAfterFrame?: () => void;
42
+ /**
43
+ * Frame pacer. When provided, runFrame awaits this promise after
44
+ * each frame's eval and BEFORE invoking `onAfterFrame` / scheduling
45
+ * the next rAF. Caps the JS encode rate to whatever the pacer
46
+ * resolves at — typically `() => device.queue.onSubmittedWorkDone()`
47
+ * to keep the GPU queue at depth 1 instead of letting submit-
48
+ * returns-immediately balloon the queue under load.
49
+ *
50
+ * Without a pacer, JS happily encodes 60 frames/s into a GPU that's
51
+ * actually running at 10 fps — the compositor then drops frames
52
+ * silently and the perceived rate has nothing to do with rAF rate.
53
+ * Always supply a pacer for continuous-redraw scenes.
54
+ */
55
+ readonly pacer?: () => Promise<void>;
42
56
  }
43
57
 
44
58
  export type FrameCallback = (token: AdaptiveToken, info: FrameInfo) => void;
@@ -79,6 +93,17 @@ export function runFrame(
79
93
  return frameNo;
80
94
  });
81
95
 
96
+ const finalizeFrame = (): void => {
97
+ if (stopped) return;
98
+ if (opts.onAfterFrame !== undefined) {
99
+ transact(opts.onAfterFrame);
100
+ }
101
+ if (opts.maxFrames !== undefined && frameNo >= opts.maxFrames) {
102
+ stopped = true;
103
+ sub.dispose();
104
+ }
105
+ };
106
+
82
107
  const tick = (): void => {
83
108
  if (stopped) return;
84
109
  pending = false;
@@ -93,12 +118,13 @@ export function runFrame(
93
118
  // Inside the eval the same mark would race the
94
119
  // `outOfDate=false` reset and animation would stall after one
95
120
  // frame.
96
- if (opts.onAfterFrame !== undefined) {
97
- transact(opts.onAfterFrame);
98
- }
99
- if (opts.maxFrames !== undefined && frameNo >= opts.maxFrames) {
100
- stopped = true;
101
- sub.dispose();
121
+ if (opts.pacer !== undefined) {
122
+ opts.pacer().then(finalizeFrame, (e) => {
123
+ stopped = true;
124
+ console.error("runFrame: pacer rejected", e);
125
+ });
126
+ } else {
127
+ finalizeFrame();
102
128
  }
103
129
  };
104
130
 
@@ -1,12 +0,0 @@
1
- import type { Effect } from "@aardworx/wombat.shader";
2
- /**
3
- * Compile a wombat.shader fragment `Effect` into a WGSL string
4
- * usable as a `buildHeapScene` `fragmentShaders` value.
5
- *
6
- * The effect's fragment input field names must match the
7
- * heap-scene `VsOut` fields: `worldPos`, `normal`, `color`,
8
- * `lightLoc`. The fragment output must be a single `vec4<f32>`
9
- * field (any name).
10
- */
11
- export declare function compileHeapFragment(effect: Effect): string;
12
- //# sourceMappingURL=heapShader.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"heapShader.d.ts","sourceRoot":"","sources":["../../src/runtime/heapShader.ts"],"names":[],"mappings":"AA8BA,OAAO,KAAK,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAC;AAEtD;;;;;;;;GAQG;AACH,wBAAgB,mBAAmB,CAAC,MAAM,EAAE,MAAM,GAAG,MAAM,CAO1D"}
@@ -1,157 +0,0 @@
1
- // heapShader — bridge from wombat.shader effects to heap-scene
2
- // fragment WGSL.
3
- //
4
- // `buildHeapScene` requires a fragment-stage WGSL string per group
5
- // key (see runtime/heapScene.ts). Writing those strings by hand
6
- // works but is the wrong long-term shape — users want to write the
7
- // FS in the wombat.shader DSL and get the same effect-composition,
8
- // type-checking, and DCE the per-RO path enjoys.
9
- //
10
- // `compileHeapFragment(effect)` runs wombat.shader's emit on a
11
- // fragment Effect and rewrites the resulting WGSL to plug into the
12
- // heap-scene's `VsOut` shape:
13
- //
14
- // ┌─ heap-scene's VsOut ┌─ DSL fragment input must use
15
- // │ worldPos: vec3<f32> │ matching field names:
16
- // │ normal: vec3<f32> │ worldPos, normal, color,
17
- // │ color: vec4<f32> │ lightLoc
18
- // │ lightLoc: vec3<f32> │
19
- // └─ └─
20
- //
21
- // The DSL effect's fragment OUTPUT must be a single field; its name
22
- // is irrelevant (the adapter rewraps to bare `@location(0) vec4<f32>`).
23
- // `uniform.X` references inside the fragment body are redirected to
24
- // `in.X` — the contract is that any uniform the FS reads must have
25
- // been thread through the VS into the corresponding VsOut field.
26
- //
27
- // What this DOES NOT do: rewrite the vertex stage. The heap-scene's
28
- // VS is fixed (storage-buffer uniform reads, vertex pulling from
29
- // position/normal slabs); user effects only contribute the fragment.
30
- /**
31
- * Compile a wombat.shader fragment `Effect` into a WGSL string
32
- * usable as a `buildHeapScene` `fragmentShaders` value.
33
- *
34
- * The effect's fragment input field names must match the
35
- * heap-scene `VsOut` fields: `worldPos`, `normal`, `color`,
36
- * `lightLoc`. The fragment output must be a single `vec4<f32>`
37
- * field (any name).
38
- */
39
- export function compileHeapFragment(effect) {
40
- const compiled = effect.compile({ target: "wgsl" });
41
- const fs = compiled.stages.find(s => s.stage === "fragment");
42
- if (fs === undefined) {
43
- throw new Error("compileHeapFragment: effect has no fragment stage");
44
- }
45
- return rewriteFragment(fs.source);
46
- }
47
- function rewriteFragment(wgsl) {
48
- let s = wgsl;
49
- // 1. Drop the auto-emitted UBO struct + binding. Heap-scene FS
50
- // doesn't bind a UBO at all (uniforms ride on VsOut from VS).
51
- s = s.replace(/struct\s+_UB_uniform\s*\{[\s\S]*?\};?\s*/g, "");
52
- s = s.replace(/@group\(\d+\)\s*@binding\(\d+\)\s*var<uniform>\s+_w_uniform\s*:\s*_UB_uniform\s*;?\s*/g, "");
53
- // 2. Redirect uniform reads to inter-stage. _w_uniform.LightLocation
54
- // → in.lightLoc.
55
- s = s.replace(/_w_uniform\.(\w+)/g, (_m, name) => "in." + uniformToVsOut(name));
56
- // 3. Locate the @fragment function signature; capture the input
57
- // struct name + output struct name from the signature itself.
58
- // Two emit shapes seen in practice:
59
- // - inline-marker: `wombat_fragment_<hash>` + `Wombat_fragment_<hash>{Input,Output}`
60
- // - direct stage(): `<fnName>` + `<FnName>{Input,Output}`
61
- // Detecting from the signature works for both.
62
- const fnSigMatch = s.match(/@fragment\s+fn\s+(\w+)\s*\(\s*(\w+)\s*:\s*(\w+)\s*\)\s*->\s*(\w+)\s*\{/);
63
- if (fnSigMatch === null) {
64
- throw new Error("compileHeapFragment: emitted WGSL has no @fragment function header");
65
- }
66
- const fnHeader = fnSigMatch[0];
67
- const paramName = fnSigMatch[2];
68
- const inputStructName = fnSigMatch[3];
69
- const outputStructName = fnSigMatch[4];
70
- // 4. Drop the input struct.
71
- const inputStructRe = new RegExp(`struct\\s+${escapeRegExp(inputStructName)}\\s*\\{[\\s\\S]*?\\};?`);
72
- s = s.replace(inputStructRe, "");
73
- // 5. Capture + drop the output struct, recording its (single) field name.
74
- const outputStructRe = new RegExp(`struct\\s+${escapeRegExp(outputStructName)}\\s*\\{([\\s\\S]*?)\\};?`);
75
- const outputMatch = s.match(outputStructRe);
76
- if (outputMatch === null) {
77
- throw new Error(`compileHeapFragment: cannot locate output struct '${outputStructName}'`);
78
- }
79
- const outputBody = outputMatch[1];
80
- const fieldRe = /@location\(0\)\s+(\w+)\s*:\s*vec4<f32>\s*,?/g;
81
- const fieldMatches = [...outputBody.matchAll(fieldRe)];
82
- if (fieldMatches.length !== 1) {
83
- throw new Error(`compileHeapFragment: fragment output must be a single @location(0) vec4<f32> field; got ${fieldMatches.length} field(s)`);
84
- }
85
- const outputFieldName = fieldMatches[0][1];
86
- s = s.replace(outputMatch[0], "");
87
- // 6. Rewrite the function header to the heap-scene shape. Any parameter
88
- // name (in, input, …) is renormalised to `in` so the user shader's
89
- // field references work uniformly downstream.
90
- s = s.replace(fnHeader, "@fragment\nfn fs(in: VsOut) -> @location(0) vec4<f32> {");
91
- if (paramName !== "in") {
92
- // Rewrite `paramName.X` references to `in.X`.
93
- const paramRe = new RegExp(`\\b${escapeRegExp(paramName)}\\.`, "g");
94
- s = s.replace(paramRe, "in.");
95
- }
96
- // 7. Rewrite the body's `out: <Output>; ... out.<field> = expr; return out;` to
97
- // return expr directly. wombat.shader's emit always uses this pattern; we
98
- // transform it via two passes (capture the assignment, drop the var/return).
99
- const fieldRef = `out\\.${escapeRegExp(outputFieldName)}`;
100
- const assignRe = new RegExp(`var\\s+out\\s*:\\s*${escapeRegExp(outputStructName)}\\s*;([\\s\\S]*?)${fieldRef}\\s*=\\s*([\\s\\S]*?);([\\s\\S]*?)return\\s+out\\s*;`);
101
- const assignMatch = s.match(assignRe);
102
- if (assignMatch === null) {
103
- // Fall back: if user wrote a more exotic body we surface a clear error.
104
- throw new Error("compileHeapFragment: emitted body doesn't follow the var-out / out." + outputFieldName +
105
- " = ... / return out pattern (got unsupported emit shape)");
106
- }
107
- const beforeAssign = assignMatch[1]; // statements between var-out decl and the field assignment
108
- const expr = assignMatch[2];
109
- const afterAssign = assignMatch[3]; // statements between the assignment and the return
110
- s = s.replace(assignMatch[0], beforeAssign + afterAssign + `return ${expr};`);
111
- // 8. Map references `in.<DslField>` to the corresponding heap VsOut
112
- // field name (a 1:1 mapping when the user's input struct uses
113
- // the canonical field names; identity otherwise).
114
- s = s.replace(/in\.(\w+)/g, (_m, name) => "in." + dslFieldToVsOut(name));
115
- // 9. Tidy: collapse 3+ blank lines to one.
116
- s = s.replace(/\n{3,}/g, "\n\n").trimStart();
117
- return s;
118
- }
119
- // Map a DSL uniform name to the heap-scene VsOut field that carries
120
- // it. Today only `LightLocation` rides on VsOut; everything else
121
- // would need to be added to the VS prelude in heapScene.ts.
122
- function escapeRegExp(s) {
123
- return s.replace(/[.*+?^${}()|[\]\\]/g, "\\$&");
124
- }
125
- function uniformToVsOut(name) {
126
- switch (name) {
127
- case "LightLocation": return "lightLoc";
128
- default:
129
- throw new Error(`compileHeapFragment: uniform '${name}' is not carried on VsOut. Either thread it through the VS or use a fragment that doesn't read it.`);
130
- }
131
- }
132
- // Map an inter-stage name from the DSL convention (PascalCase, e.g.
133
- // 'Normals', 'WorldPositions') or our preferred direct names
134
- // ('normal', 'worldPos') to the canonical VsOut field name.
135
- function dslFieldToVsOut(name) {
136
- switch (name) {
137
- // canonical heap-scene names — pass through.
138
- case "worldPos":
139
- case "normal":
140
- case "color":
141
- case "lightLoc":
142
- return name;
143
- // legacy PascalCase from the wombat.dom convention — auto-translate
144
- // so users can copy DSL effects from the per-RO path with minimal edits.
145
- case "WorldPositions": return "worldPos";
146
- case "WorldPosition": return "worldPos";
147
- case "Normals": return "normal";
148
- case "Normal": return "normal";
149
- case "Colors": return "color";
150
- case "Color": return "color";
151
- case "LightLocation": return "lightLoc";
152
- default:
153
- throw new Error(`compileHeapFragment: input field '${name}' has no mapping to VsOut. ` +
154
- `Use one of: worldPos, normal, color, lightLoc.`);
155
- }
156
- }
157
- //# sourceMappingURL=heapShader.js.map
@@ -1 +0,0 @@
1
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