@woosh/meep-engine 3.11.2 → 3.12.0

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 (551) hide show
  1. package/README.md +14 -18
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/editor/SelectionVisualizer.js +127 -127
  4. package/editor/entity_world_bounds.js +27 -27
  5. package/editor/particles/rebuildParticleEmitter.js +31 -31
  6. package/editor/process/SymbolicDisplayProcess.js +1 -1
  7. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  8. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  9. package/editor/prototypeEditorShell.js +156 -156
  10. package/editor/selection/editor_pick.js +130 -130
  11. package/editor/selection/screen_rect_frustum.js +119 -119
  12. package/editor/tools/v2/TransformControls.js +971 -971
  13. package/package.json +1 -1
  14. package/src/engine/Engine.d.ts +3 -3
  15. package/src/engine/Engine.d.ts.map +1 -1
  16. package/src/engine/Engine.js +726 -726
  17. package/src/engine/EngineHarness.d.ts +1 -1
  18. package/src/engine/EngineHarness.js +590 -590
  19. package/src/engine/ecs/HIERARCHY_REVIEW.md +717 -717
  20. package/src/engine/ecs/terrain/ecs/BuildLightTexture.d.ts +1 -1
  21. package/src/engine/ecs/terrain/ecs/BuildLightTexture.js +27 -27
  22. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -5
  23. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  24. package/src/engine/ecs/terrain/ecs/Terrain.js +790 -790
  25. package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -129
  26. package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +1 -1
  27. package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -28
  28. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +1 -1
  29. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +428 -428
  30. package/src/engine/graphics/ecs/water/Water.d.ts +1 -1
  31. package/src/engine/graphics/ecs/water/Water.js +104 -104
  32. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +1 -1
  33. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1 -1
  34. package/src/engine/graphics3/AnimationGraphSystem.d.ts +65 -0
  35. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -0
  36. package/src/engine/graphics3/AnimationGraphSystem.js +329 -0
  37. package/src/engine/graphics3/AnimationGraphSystem3.d.ts +6 -61
  38. package/src/engine/graphics3/AnimationGraphSystem3.d.ts.map +1 -1
  39. package/src/engine/graphics3/AnimationGraphSystem3.js +6 -325
  40. package/src/engine/graphics3/AnimationSystem.d.ts +76 -0
  41. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -0
  42. package/src/engine/graphics3/AnimationSystem.js +352 -0
  43. package/src/engine/graphics3/AnimationSystem3.d.ts +6 -72
  44. package/src/engine/graphics3/AnimationSystem3.d.ts.map +1 -1
  45. package/src/engine/graphics3/AnimationSystem3.js +6 -348
  46. package/src/engine/graphics3/CameraSystem.d.ts +49 -0
  47. package/src/engine/graphics3/CameraSystem.d.ts.map +1 -0
  48. package/src/engine/graphics3/CameraSystem.js +170 -0
  49. package/src/engine/graphics3/CameraSystem3.d.ts +6 -45
  50. package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
  51. package/src/engine/graphics3/CameraSystem3.js +6 -166
  52. package/src/engine/graphics3/DebugDrawSystem.d.ts +72 -0
  53. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -0
  54. package/src/engine/graphics3/DebugDrawSystem.js +205 -0
  55. package/src/engine/graphics3/DebugDrawSystem3.d.ts +6 -68
  56. package/src/engine/graphics3/DebugDrawSystem3.d.ts.map +1 -1
  57. package/src/engine/graphics3/DebugDrawSystem3.js +6 -201
  58. package/src/engine/graphics3/DecalSystem.d.ts +81 -0
  59. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -0
  60. package/src/engine/graphics3/DecalSystem.js +441 -0
  61. package/src/engine/graphics3/DecalSystem3.d.ts +6 -77
  62. package/src/engine/graphics3/DecalSystem3.d.ts.map +1 -1
  63. package/src/engine/graphics3/DecalSystem3.js +6 -437
  64. package/src/engine/graphics3/FogOfWarSystem.d.ts +74 -0
  65. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -0
  66. package/src/engine/graphics3/FogOfWarSystem.js +265 -0
  67. package/src/engine/graphics3/FogOfWarSystem3.d.ts +6 -70
  68. package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +1 -1
  69. package/src/engine/graphics3/FogOfWarSystem3.js +6 -261
  70. package/src/engine/graphics3/GraphicsEngine.d.ts +340 -0
  71. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -0
  72. package/src/engine/graphics3/GraphicsEngine.js +790 -0
  73. package/src/engine/graphics3/GraphicsEngine3.d.ts +6 -336
  74. package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
  75. package/src/engine/graphics3/GraphicsEngine3.js +6 -786
  76. package/src/engine/graphics3/HighlightSystem.d.ts +82 -0
  77. package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -0
  78. package/src/engine/graphics3/HighlightSystem.js +241 -0
  79. package/src/engine/graphics3/HighlightSystem3.d.ts +6 -78
  80. package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
  81. package/src/engine/graphics3/HighlightSystem3.js +6 -237
  82. package/src/engine/graphics3/LightSystem.d.ts +40 -0
  83. package/src/engine/graphics3/LightSystem.d.ts.map +1 -0
  84. package/src/engine/graphics3/LightSystem.js +211 -0
  85. package/src/engine/graphics3/LightSystem3.d.ts +6 -36
  86. package/src/engine/graphics3/LightSystem3.d.ts.map +1 -1
  87. package/src/engine/graphics3/LightSystem3.js +6 -207
  88. package/src/engine/graphics3/MeshSystem.d.ts +106 -0
  89. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -0
  90. package/src/engine/graphics3/MeshSystem.js +647 -0
  91. package/src/engine/graphics3/MeshSystem3.d.ts +6 -102
  92. package/src/engine/graphics3/MeshSystem3.d.ts.map +1 -1
  93. package/src/engine/graphics3/MeshSystem3.js +6 -642
  94. package/src/engine/graphics3/ParticipatingMedia.d.ts +2 -2
  95. package/src/engine/graphics3/ParticipatingMedia.js +203 -203
  96. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +87 -0
  97. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -0
  98. package/src/engine/graphics3/ParticipatingMediaSystem.js +184 -0
  99. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +6 -83
  100. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -1
  101. package/src/engine/graphics3/ParticipatingMediaSystem3.js +6 -180
  102. package/src/engine/graphics3/ParticleEmitterSystem.d.ts +76 -0
  103. package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -0
  104. package/src/engine/graphics3/ParticleEmitterSystem.js +289 -0
  105. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +6 -72
  106. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
  107. package/src/engine/graphics3/ParticleEmitterSystem3.js +6 -285
  108. package/src/engine/graphics3/PathDisplaySystem.d.ts +70 -0
  109. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -0
  110. package/src/engine/graphics3/PathDisplaySystem.js +309 -0
  111. package/src/engine/graphics3/PathDisplaySystem3.d.ts +6 -66
  112. package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +1 -1
  113. package/src/engine/graphics3/PathDisplaySystem3.js +6 -305
  114. package/src/engine/graphics3/Pickable.d.ts +1 -1
  115. package/src/engine/graphics3/Pickable.js +65 -65
  116. package/src/engine/graphics3/PickingQuery.d.ts +1 -1
  117. package/src/engine/graphics3/PickingQuery.js +48 -48
  118. package/src/engine/graphics3/PickingSystem.d.ts +67 -0
  119. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -0
  120. package/src/engine/graphics3/PickingSystem.js +273 -0
  121. package/src/engine/graphics3/PickingSystem3.d.ts +6 -63
  122. package/src/engine/graphics3/PickingSystem3.d.ts.map +1 -1
  123. package/src/engine/graphics3/PickingSystem3.js +6 -269
  124. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +47 -0
  125. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -0
  126. package/src/engine/graphics3/ShadedGeometrySystem.js +169 -0
  127. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +6 -43
  128. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +1 -1
  129. package/src/engine/graphics3/ShadedGeometrySystem3.js +6 -165
  130. package/src/engine/graphics3/TerrainSystem.d.ts +80 -0
  131. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -0
  132. package/src/engine/graphics3/TerrainSystem.js +566 -0
  133. package/src/engine/graphics3/TerrainSystem3.d.ts +6 -76
  134. package/src/engine/graphics3/TerrainSystem3.d.ts.map +1 -1
  135. package/src/engine/graphics3/TerrainSystem3.js +6 -562
  136. package/src/engine/graphics3/TooltipComponentSystem.d.ts +65 -0
  137. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -0
  138. package/src/engine/graphics3/TooltipComponentSystem.js +328 -0
  139. package/src/engine/graphics3/TooltipComponentSystem3.d.ts +6 -61
  140. package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +1 -1
  141. package/src/engine/graphics3/TooltipComponentSystem3.js +6 -324
  142. package/src/engine/graphics3/Trail3DSystem.d.ts +73 -0
  143. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -0
  144. package/src/engine/graphics3/Trail3DSystem.js +221 -0
  145. package/src/engine/graphics3/Trail3DSystem3.d.ts +6 -69
  146. package/src/engine/graphics3/Trail3DSystem3.d.ts.map +1 -1
  147. package/src/engine/graphics3/Trail3DSystem3.js +6 -217
  148. package/src/engine/graphics3/VolumetricLightMap.d.ts +2 -2
  149. package/src/engine/graphics3/VolumetricLightMap.js +2 -2
  150. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts +98 -0
  151. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts.map +1 -0
  152. package/src/engine/graphics3/VolumetricLightMapSystem.js +261 -0
  153. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +6 -94
  154. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -1
  155. package/src/engine/graphics3/VolumetricLightMapSystem3.js +10 -261
  156. package/src/engine/graphics3/WaterSystem.d.ts +59 -0
  157. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -0
  158. package/src/engine/graphics3/WaterSystem.js +293 -0
  159. package/src/engine/graphics3/WaterSystem3.d.ts +6 -55
  160. package/src/engine/graphics3/WaterSystem3.d.ts.map +1 -1
  161. package/src/engine/graphics3/WaterSystem3.js +6 -289
  162. package/src/engine/graphics3/animation/AnimationGraphController.d.ts +1 -1
  163. package/src/engine/graphics3/animation/AnimationGraphController.js +518 -518
  164. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +1 -1
  165. package/src/engine/graphics3/animation/ClipListPlayer.js +263 -263
  166. package/src/engine/graphics3/animation/ClipPlayback.d.ts +2 -2
  167. package/src/engine/graphics3/animation/ClipPlayback.js +84 -84
  168. package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
  169. package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
  170. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
  171. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
  172. package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
  173. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
  174. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
  175. package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
  176. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
  177. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  178. package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
  179. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
  180. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
  181. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
  182. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
  183. package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
  184. package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
  185. package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
  186. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
  187. package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
  188. package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.d.ts +16 -2
  189. package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.d.ts.map +1 -1
  190. package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.js +28 -4
  191. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts +1 -1
  192. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts.map +1 -1
  193. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.js +5 -2
  194. package/src/shade/device/IMMEDIATE_DATA_PLAN_2026_08_28.md +564 -451
  195. package/src/shade/device/ShadeGPUCommandContext.d.ts +18 -2
  196. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  197. package/src/shade/device/ShadeGPUCommandContext.js +994 -940
  198. package/src/shade/device/immediate_data_supported.d.ts +33 -0
  199. package/src/shade/device/immediate_data_supported.d.ts.map +1 -0
  200. package/src/shade/device/immediate_data_supported.js +53 -0
  201. package/src/shade/device/mock/SoftwareGPUCommandEncoder.d.ts +18 -0
  202. package/src/shade/device/mock/SoftwareGPUCommandEncoder.d.ts.map +1 -1
  203. package/src/shade/device/mock/SoftwareGPUCommandEncoder.js +24 -0
  204. package/src/shade/device/mock/SoftwareGPUComputePassEncoder.d.ts +7 -0
  205. package/src/shade/device/mock/SoftwareGPUComputePassEncoder.d.ts.map +1 -1
  206. package/src/shade/device/mock/SoftwareGPUComputePassEncoder.js +49 -1
  207. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  208. package/src/shade/device/mock/SoftwareGPUDevice.js +20 -2
  209. package/src/shade/device/mock/SoftwareGPUImmediateData.d.ts +65 -0
  210. package/src/shade/device/mock/SoftwareGPUImmediateData.d.ts.map +1 -0
  211. package/src/shade/device/mock/SoftwareGPUImmediateData.js +160 -0
  212. package/src/shade/device/mock/SoftwareGPURenderPassEncoder.d.ts +7 -0
  213. package/src/shade/device/mock/SoftwareGPURenderPassEncoder.d.ts.map +1 -1
  214. package/src/shade/device/mock/SoftwareGPURenderPassEncoder.js +50 -0
  215. package/src/shade/device/mock/pipeline_immediate_size.d.ts +11 -0
  216. package/src/shade/device/mock/pipeline_immediate_size.d.ts.map +1 -0
  217. package/src/shade/device/mock/pipeline_immediate_size.js +18 -0
  218. package/src/shade/device/pipeline/PipelineLayoutManager.d.ts.map +1 -1
  219. package/src/shade/device/pipeline/PipelineLayoutManager.js +1 -0
  220. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  221. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +0 -1
  222. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
  223. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +0 -1
  224. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  225. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +133 -134
  226. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
  227. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
  228. package/src/shade/renderer/GraphicsContext.d.ts +9 -2
  229. package/src/shade/renderer/GraphicsContext.d.ts.map +1 -1
  230. package/src/shade/renderer/GraphicsContext.js +13 -1
  231. package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
  232. package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
  233. package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
  234. package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
  235. package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
  236. package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
  237. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
  238. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
  239. package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
  240. package/src/shade/renderer/animation/shader_animation_tick.js +125 -126
  241. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
  242. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +98 -99
  243. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
  244. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +212 -213
  245. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
  246. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +120 -121
  247. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
  248. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +75 -76
  249. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  250. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +371 -372
  251. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
  252. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
  253. package/src/shade/renderer/atmosphere/GPUSky.d.ts.map +1 -1
  254. package/src/shade/renderer/atmosphere/GPUSky.js +145 -142
  255. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts +34 -0
  256. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts.map +1 -0
  257. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.js +36 -0
  258. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts +20 -0
  259. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts.map +1 -0
  260. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.js +25 -0
  261. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts +14 -1
  262. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts.map +1 -1
  263. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.js +163 -177
  264. package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.d.ts +20 -0
  265. package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.d.ts.map +1 -0
  266. package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.js +46 -0
  267. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts +11 -1
  268. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts.map +1 -1
  269. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.js +57 -27
  270. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts +19 -1
  271. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts.map +1 -1
  272. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.js +69 -33
  273. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts +13 -0
  274. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts.map +1 -1
  275. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.js +35 -35
  276. package/src/shade/renderer/atmosphere/chunk_sky_lut_params.d.ts +13 -0
  277. package/src/shade/renderer/atmosphere/chunk_sky_lut_params.d.ts.map +1 -0
  278. package/src/shade/renderer/atmosphere/chunk_sky_lut_params.js +38 -0
  279. package/src/shade/renderer/atmosphere/chunk_sky_lut_texel_to_unit.d.ts +17 -0
  280. package/src/shade/renderer/atmosphere/chunk_sky_lut_texel_to_unit.d.ts.map +1 -0
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  492. package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts.map +1 -1
  493. package/src/shade/renderer/shader/pass/RenderPassDescriptor.js +1 -0
  494. package/src/shade/renderer/shader/resource/IMMEDIATE_DATA.d.ts +21 -0
  495. package/src/shade/renderer/shader/resource/IMMEDIATE_DATA.d.ts.map +1 -0
  496. package/src/shade/renderer/shader/resource/IMMEDIATE_DATA.js +21 -0
  497. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts +59 -1
  498. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts.map +1 -1
  499. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.js +195 -2
  500. package/src/shade/renderer/shader/type/type_has_arrays.d.ts +14 -0
  501. package/src/shade/renderer/shader/type/type_has_arrays.d.ts.map +1 -0
  502. package/src/shade/renderer/shader/type/type_has_arrays.js +33 -0
  503. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts +47 -0
  504. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts.map +1 -0
  505. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.js +448 -0
  506. package/src/shade/renderer/shadow/map/csm/graph_csm_setup_cascades.js +3 -3
  507. package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +3 -3
  508. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +2 -2
  509. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +4 -4
  510. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
  511. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +231 -232
  512. package/src/shade/renderer/view/GPUViewSkyContext.d.ts.map +1 -1
  513. package/src/shade/renderer/view/GPUViewSkyContext.js +169 -173
  514. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +1 -1
  515. package/src/shade/renderer/volumetrics/NOTES.md +238 -0
  516. package/src/shade/renderer/volumetrics/chunk_volumetrics_local_light_shadow.js +145 -145
  517. package/src/shade/renderer/volumetrics/chunk_volumetrics_sun_optical_depth.d.ts.map +1 -1
  518. package/src/shade/renderer/volumetrics/chunk_volumetrics_sun_optical_depth.js +38 -15
  519. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts +14 -2
  520. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  521. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +591 -577
  522. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts +17 -0
  523. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
  524. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +20 -2
  525. package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.d.ts.map +1 -1
  526. package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js +29 -18
  527. package/src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.js +260 -260
  528. package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.d.ts +53 -3
  529. package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.d.ts.map +1 -1
  530. package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.js +175 -59
  531. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts +0 -2
  532. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
  533. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +17 -6
  534. package/src/shade/renderer/water/shader_water.js +246 -246
  535. package/src/shade/vitest.setup.mjs +1 -1
  536. package/src/shade/wgsl/emulator/ComputeShaderEmulator.js +291 -291
  537. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +8 -1
  538. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  539. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +1325 -1297
  540. package/src/view/minimap/Minimap.d.ts +2 -2
  541. package/src/view/minimap/Minimap.d.ts.map +1 -1
  542. package/src/view/minimap/Minimap.js +225 -225
  543. package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
  544. package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
  545. package/src/view/minimap/dom/MinimapCameraView.js +206 -206
  546. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts +0 -3
  547. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts.map +0 -1
  548. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
  549. package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.d.ts +0 -2
  550. package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.d.ts.map +0 -1
  551. package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.js +0 -1
@@ -1,145 +1,145 @@
1
- import { RenderPipelineDescriptor } from "../../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
- import { DEPTH_BACKGROUND_VALUE } from "../../../depth/DEPTH_BACKGROUND_VALUE.js";
3
- import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
4
- import {
5
- chunk_read_meshlet_resolved_index
6
- } from "../../../shader/chunk/geometry/meshlet/chunk_read_meshlet_resolved_index.js";
7
- import {
8
- chunk_read_meshlet_vertex_uv_position
9
- } from "../../../shader/chunk/geometry/meshlet/chunk_read_meshlet_vertex_uv_position.js";
10
- import { chunk_unjitter_uv } from "../../../shader/chunk/texture/chunk_unjitter_uv.js";
11
- import {
12
- chunk_transparency_hashed_alpha_threshold
13
- } from "../../../shader/chunk/transparency/chunk_transparency_hashed_alpha_threshold.js";
14
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
15
- import { RenderPassDescriptor } from "../../../shader/pass/RenderPassDescriptor.js";
16
- import { ShaderDescriptor } from "../../../shader/ShaderDescriptor.js";
17
- import { DEPTH_STENCIL_STATE_SHADOW } from "../../DEPTH_STENCIL_STATE_SHADOW.js";
18
- import { alpha_tested_pass_resources } from "../alpha_tested_pass_resources.js";
19
- import { rasterization_primitive_state } from "../rasterization_primitive_state.js";
20
-
21
-
22
- const shader_fragment = ShaderDescriptor.from({
23
- resources: alpha_tested_pass_resources,
24
- body: CodeChunk.from(
25
- //language=WGSL
26
- `
27
- @fragment
28
- fn main(
29
- @builtin(position) coord: vec4<f32>,
30
- @location(0) uv_jittered: vec2<f32>,
31
- @location(1) position_world: vec3<f32>,
32
- ) {
33
- // Note that we use jittered UVs directly, the compensation happens inside TAAU itself.
34
- let uv = uv_jittered;
35
-
36
- // Calculate mip bias based on upscale ratio.
37
- // We take the average or the min of the vec2 upscale_ratio.
38
- // log2(2.0) = 1.0, so we subtract that to get sharper mips.
39
- let mip_bias = -log2(max(view.upscale_ratio.x, view.upscale_ratio.y));
40
-
41
- let alpha_sample = textureSampleBias(t_color, t_color_sampler, uv, mip_bias).a * material.albedo_color.a;
42
-
43
- // TODO use noise texture, this will require TAA implementation for shadows
44
- let threshold = transparency_hashed_alpha_threshold(1.0, 0.0, position_world);
45
-
46
- if(alpha_sample < threshold){
47
- discard;
48
- }
49
-
50
- }
51
- `, [
52
- chunk_transparency_hashed_alpha_threshold,
53
- chunk_unjitter_uv,
54
- ]
55
- )
56
- });
57
-
58
- const shader_vertex = ShaderDescriptor.from({
59
- resources: alpha_tested_pass_resources,
60
- body: CodeChunk.from(
61
- //language=WGSL
62
- `
63
- struct VertexOutput{
64
- @builtin(position) position: vec4f,
65
- @location(0) uv: vec2f,
66
- @location(1) position_world: vec3f,
67
- }
68
-
69
- @vertex
70
- fn main(
71
- @builtin(vertex_index) vertex_draw_index: u32,
72
- @builtin(instance_index) input_index: u32,
73
- ) -> VertexOutput{
74
-
75
- let meshlet_def = meshlets[input_index];
76
-
77
- let mesh_id = meshlet_def.mesh;
78
-
79
- let meshlet_id = meshlet_def.index;
80
-
81
- let meshlet_header = meshlet_metadata[meshlet_id];
82
-
83
- let last_draw_index = meshlet_header.primitive_count * 3u - 1u;
84
-
85
- var output: VertexOutput;
86
-
87
- if(vertex_draw_index > last_draw_index){
88
- return output; // discard vertex outside of meshlet bounds
89
- }
90
-
91
- // resolve vertex from index
92
- let resolved_vertex_id = read_meshlet_resolved_index(meshlet_header, vertex_draw_index);
93
-
94
- let meshlet_vertex = read_meshlet_vertex_uv_position(
95
- meshlet_header,
96
- resolved_vertex_id,
97
- );
98
-
99
- let mesh = scene_read_mesh(&scene_database, mesh_id);
100
- let node = scene_read_node(&scene_database, mesh.node);
101
-
102
- let position_world = node.global * vec4(meshlet_vertex.position, 1.0);
103
-
104
- output.position_world = position_world.xyz / position_world.w;
105
- output.position = camera.view_projection_matrix * position_world;
106
-
107
- output.uv = meshlet_vertex.uv;
108
-
109
- return output;
110
- }
111
- `, [
112
- chunk_read_meshlet_vertex_uv_position,
113
- chunk_read_meshlet_resolved_index,
114
- chunk_scene_database_access,
115
- ]
116
- )
117
- });
118
-
119
- const pipeline = RenderPipelineDescriptor.from({
120
- label: "Rasterize to Depth Buffer / alpha-tested",
121
- layout: alpha_tested_pass_resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
122
- vertex: {
123
- module: {
124
- code: shader_vertex.compile()
125
- }
126
- },
127
- fragment: {
128
- module: {
129
- code: shader_fragment.compile()
130
- },
131
- },
132
- depthStencil: DEPTH_STENCIL_STATE_SHADOW,
133
- primitive: rasterization_primitive_state
134
- });
135
-
136
- export const shadow_rasterization_alpha_tested_pass_descriptor = new RenderPassDescriptor();
137
-
138
- shadow_rasterization_alpha_tested_pass_descriptor.pipeline = pipeline;
139
- shadow_rasterization_alpha_tested_pass_descriptor.resources = alpha_tested_pass_resources;
140
-
141
-
142
- /**
143
- * Clear depth to 0 for reverse Z technique
144
- */
1
+ import { RenderPipelineDescriptor } from "../../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
+ import { DEPTH_BACKGROUND_VALUE } from "../../../depth/DEPTH_BACKGROUND_VALUE.js";
3
+ import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
4
+ import {
5
+ chunk_read_meshlet_resolved_index
6
+ } from "../../../shader/chunk/geometry/meshlet/chunk_read_meshlet_resolved_index.js";
7
+ import {
8
+ chunk_read_meshlet_vertex_uv_position
9
+ } from "../../../shader/chunk/geometry/meshlet/chunk_read_meshlet_vertex_uv_position.js";
10
+ import { chunk_unjitter_uv } from "../../../shader/chunk/texture/chunk_unjitter_uv.js";
11
+ import {
12
+ chunk_transparency_hashed_alpha_threshold
13
+ } from "../../../shader/chunk/transparency/chunk_transparency_hashed_alpha_threshold.js";
14
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
15
+ import { RenderPassDescriptor } from "../../../shader/pass/RenderPassDescriptor.js";
16
+ import { ShaderDescriptor } from "../../../shader/ShaderDescriptor.js";
17
+ import { DEPTH_STENCIL_STATE_SHADOW } from "../../DEPTH_STENCIL_STATE_SHADOW.js";
18
+ import { alpha_tested_pass_resources } from "../alpha_tested_pass_resources.js";
19
+ import { rasterization_primitive_state } from "../rasterization_primitive_state.js";
20
+
21
+
22
+ const shader_fragment = ShaderDescriptor.from({
23
+ resources: alpha_tested_pass_resources,
24
+ body: CodeChunk.from(
25
+ //language=WGSL
26
+ `
27
+ @fragment
28
+ fn main(
29
+ @builtin(position) coord: vec4<f32>,
30
+ @location(0) uv_jittered: vec2<f32>,
31
+ @location(1) position_world: vec3<f32>,
32
+ ) {
33
+ // Note that we use jittered UVs directly, the compensation happens inside TAAU itself.
34
+ let uv = uv_jittered;
35
+
36
+ // Calculate mip bias based on upscale ratio.
37
+ // We take the average or the min of the vec2 upscale_ratio.
38
+ // log2(2.0) = 1.0, so we subtract that to get sharper mips.
39
+ let mip_bias = -log2(max(view.upscale_ratio.x, view.upscale_ratio.y));
40
+
41
+ let alpha_sample = textureSampleBias(t_color, t_color_sampler, uv, mip_bias).a * material.albedo_color.a;
42
+
43
+ // TODO use noise texture, this will require TAA implementation for shadows
44
+ let threshold = transparency_hashed_alpha_threshold(1.0, 0.0, position_world);
45
+
46
+ if(alpha_sample < threshold){
47
+ discard;
48
+ }
49
+
50
+ }
51
+ `, [
52
+ chunk_transparency_hashed_alpha_threshold,
53
+ chunk_unjitter_uv,
54
+ ]
55
+ )
56
+ });
57
+
58
+ const shader_vertex = ShaderDescriptor.from({
59
+ resources: alpha_tested_pass_resources,
60
+ body: CodeChunk.from(
61
+ //language=WGSL
62
+ `
63
+ struct VertexOutput{
64
+ @builtin(position) position: vec4f,
65
+ @location(0) uv: vec2f,
66
+ @location(1) position_world: vec3f,
67
+ }
68
+
69
+ @vertex
70
+ fn main(
71
+ @builtin(vertex_index) vertex_draw_index: u32,
72
+ @builtin(instance_index) input_index: u32,
73
+ ) -> VertexOutput{
74
+
75
+ let meshlet_def = meshlets[input_index];
76
+
77
+ let mesh_id = meshlet_def.mesh;
78
+
79
+ let meshlet_id = meshlet_def.index;
80
+
81
+ let meshlet_header = meshlet_metadata[meshlet_id];
82
+
83
+ let last_draw_index = meshlet_header.primitive_count * 3u - 1u;
84
+
85
+ var output: VertexOutput;
86
+
87
+ if(vertex_draw_index > last_draw_index){
88
+ return output; // discard vertex outside of meshlet bounds
89
+ }
90
+
91
+ // resolve vertex from index
92
+ let resolved_vertex_id = read_meshlet_resolved_index(meshlet_header, vertex_draw_index);
93
+
94
+ let meshlet_vertex = read_meshlet_vertex_uv_position(
95
+ meshlet_header,
96
+ resolved_vertex_id,
97
+ );
98
+
99
+ let mesh = scene_read_mesh(&scene_database, mesh_id);
100
+ let node = scene_read_node(&scene_database, mesh.node);
101
+
102
+ let position_world = node.global * vec4(meshlet_vertex.position, 1.0);
103
+
104
+ output.position_world = position_world.xyz / position_world.w;
105
+ output.position = camera.view_projection_matrix * position_world;
106
+
107
+ output.uv = meshlet_vertex.uv;
108
+
109
+ return output;
110
+ }
111
+ `, [
112
+ chunk_read_meshlet_vertex_uv_position,
113
+ chunk_read_meshlet_resolved_index,
114
+ chunk_scene_database_access,
115
+ ]
116
+ )
117
+ });
118
+
119
+ const pipeline = RenderPipelineDescriptor.from({
120
+ label: "Rasterize to Depth Buffer / alpha-tested",
121
+ layout: alpha_tested_pass_resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
122
+ vertex: {
123
+ module: {
124
+ code: shader_vertex.source
125
+ }
126
+ },
127
+ fragment: {
128
+ module: {
129
+ code: shader_fragment.source
130
+ },
131
+ },
132
+ depthStencil: DEPTH_STENCIL_STATE_SHADOW,
133
+ primitive: rasterization_primitive_state
134
+ });
135
+
136
+ export const shadow_rasterization_alpha_tested_pass_descriptor = new RenderPassDescriptor();
137
+
138
+ shadow_rasterization_alpha_tested_pass_descriptor.pipeline = pipeline;
139
+ shadow_rasterization_alpha_tested_pass_descriptor.resources = alpha_tested_pass_resources;
140
+
141
+
142
+ /**
143
+ * Clear depth to 0 for reverse Z technique
144
+ */
145
145
  shadow_rasterization_alpha_tested_pass_descriptor.depthStencilAttachment.depthClearValue = DEPTH_BACKGROUND_VALUE;
@@ -1,88 +1,88 @@
1
- import { RenderPipelineDescriptor } from "../../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
- import { DEPTH_BACKGROUND_VALUE } from "../../../depth/DEPTH_BACKGROUND_VALUE.js";
3
- import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
4
- import {
5
- chunk_encode_meshlet_element
6
- } from "../../../shader/chunk/geometry/meshlet/chunk_encode_meshlet_element.js";
7
- import {
8
- chunk_read_meshlet_resolved_index
9
- } from "../../../shader/chunk/geometry/meshlet/chunk_read_meshlet_resolved_index.js";
10
- import {
11
- chunk_read_meshlet_vertex_position
12
- } from "../../../shader/chunk/geometry/meshlet/chunk_read_meshlet_vertex_position.js";
13
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
14
- import { RenderPassDescriptor } from "../../../shader/pass/RenderPassDescriptor.js";
15
- import { ShaderDescriptor } from "../../../shader/ShaderDescriptor.js";
16
- import { MESH_TRIANGLE_REFERENCE_STRUCT } from "../../../geometry/meshlet/MESH_TRIANGLE_REFERENCE_STRUCT.js";
17
- import { DEPTH_STENCIL_STATE_SHADOW } from "../../DEPTH_STENCIL_STATE_SHADOW.js";
18
- import { rasterization_primitive_state } from "../rasterization_primitive_state.js";
19
- import { rasterization_shader_resources } from "../rasterization_shader_resources.js";
20
-
21
- const vertex_body = CodeChunk.from(
22
- //language=WGSL
23
- `
24
- @vertex
25
- fn main(
26
- @builtin(vertex_index) vertex_draw_index : u32,
27
- @builtin(instance_index) instance_id : u32,
28
- ) -> @builtin(position) vec4f {
29
-
30
- let meshlet_def = meshlets.elements[instance_id];
31
-
32
- let meshlet_id = meshlet_def.index;
33
- let mesh_id = meshlet_def.mesh;
34
-
35
- let meshlet_header = meshlet_metadata[meshlet_id];
36
-
37
- let last_draw_index = meshlet_header.primitive_count * 3u - 1u;
38
-
39
- if(vertex_draw_index > last_draw_index){
40
- return vec4f(); // discard vertex outside of meshlet bounds
41
- }
42
-
43
- // resolve vertex from index
44
- let resolved_vertex_id = read_meshlet_resolved_index(meshlet_header, vertex_draw_index);
45
-
46
- let geometry_position = read_meshlet_vertex_position(
47
- meshlet_header,
48
- resolved_vertex_id,
49
- );
50
-
51
- let mesh = scene_read_mesh(&scene_database, mesh_id);
52
- let node = scene_read_node(&scene_database, mesh.node);
53
-
54
- let projection_matrix = camera.view_projection_matrix;
55
-
56
- return projection_matrix * node.global * vec4(geometry_position, 1.0);
57
-
58
- }
59
- `, [
60
- chunk_read_meshlet_vertex_position,
61
- chunk_encode_meshlet_element,
62
- chunk_read_meshlet_resolved_index,
63
- MESH_TRIANGLE_REFERENCE_STRUCT.declaration_chunk,
64
- chunk_scene_database_access,
65
- ]
66
- );
67
-
68
- const vertex_shader = ShaderDescriptor.from({
69
- resources: rasterization_shader_resources,
70
- body: vertex_body
71
- });
72
-
73
- export const shadow_rasterization_pass_descriptor = new RenderPassDescriptor();
74
- shadow_rasterization_pass_descriptor.resources = rasterization_shader_resources;
75
- shadow_rasterization_pass_descriptor.pipeline = RenderPipelineDescriptor.from({
76
- label: "Rasterize to Depth Buffer / opaque",
77
- layout: rasterization_shader_resources.generatePipelineLayout(GPUShaderStage.VERTEX),
78
- vertex: {
79
- module: {
80
- code: vertex_shader.compile()
81
- }
82
- },
83
- depthStencil: DEPTH_STENCIL_STATE_SHADOW,
84
- primitive: rasterization_primitive_state
85
- });
86
-
87
-
88
- shadow_rasterization_pass_descriptor.depthStencilAttachment.depthClearValue = DEPTH_BACKGROUND_VALUE;
1
+ import { RenderPipelineDescriptor } from "../../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
+ import { DEPTH_BACKGROUND_VALUE } from "../../../depth/DEPTH_BACKGROUND_VALUE.js";
3
+ import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
4
+ import {
5
+ chunk_encode_meshlet_element
6
+ } from "../../../shader/chunk/geometry/meshlet/chunk_encode_meshlet_element.js";
7
+ import {
8
+ chunk_read_meshlet_resolved_index
9
+ } from "../../../shader/chunk/geometry/meshlet/chunk_read_meshlet_resolved_index.js";
10
+ import {
11
+ chunk_read_meshlet_vertex_position
12
+ } from "../../../shader/chunk/geometry/meshlet/chunk_read_meshlet_vertex_position.js";
13
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
14
+ import { RenderPassDescriptor } from "../../../shader/pass/RenderPassDescriptor.js";
15
+ import { ShaderDescriptor } from "../../../shader/ShaderDescriptor.js";
16
+ import { MESH_TRIANGLE_REFERENCE_STRUCT } from "../../../geometry/meshlet/MESH_TRIANGLE_REFERENCE_STRUCT.js";
17
+ import { DEPTH_STENCIL_STATE_SHADOW } from "../../DEPTH_STENCIL_STATE_SHADOW.js";
18
+ import { rasterization_primitive_state } from "../rasterization_primitive_state.js";
19
+ import { rasterization_shader_resources } from "../rasterization_shader_resources.js";
20
+
21
+ const vertex_body = CodeChunk.from(
22
+ //language=WGSL
23
+ `
24
+ @vertex
25
+ fn main(
26
+ @builtin(vertex_index) vertex_draw_index : u32,
27
+ @builtin(instance_index) instance_id : u32,
28
+ ) -> @builtin(position) vec4f {
29
+
30
+ let meshlet_def = meshlets.elements[instance_id];
31
+
32
+ let meshlet_id = meshlet_def.index;
33
+ let mesh_id = meshlet_def.mesh;
34
+
35
+ let meshlet_header = meshlet_metadata[meshlet_id];
36
+
37
+ let last_draw_index = meshlet_header.primitive_count * 3u - 1u;
38
+
39
+ if(vertex_draw_index > last_draw_index){
40
+ return vec4f(); // discard vertex outside of meshlet bounds
41
+ }
42
+
43
+ // resolve vertex from index
44
+ let resolved_vertex_id = read_meshlet_resolved_index(meshlet_header, vertex_draw_index);
45
+
46
+ let geometry_position = read_meshlet_vertex_position(
47
+ meshlet_header,
48
+ resolved_vertex_id,
49
+ );
50
+
51
+ let mesh = scene_read_mesh(&scene_database, mesh_id);
52
+ let node = scene_read_node(&scene_database, mesh.node);
53
+
54
+ let projection_matrix = camera.view_projection_matrix;
55
+
56
+ return projection_matrix * node.global * vec4(geometry_position, 1.0);
57
+
58
+ }
59
+ `, [
60
+ chunk_read_meshlet_vertex_position,
61
+ chunk_encode_meshlet_element,
62
+ chunk_read_meshlet_resolved_index,
63
+ MESH_TRIANGLE_REFERENCE_STRUCT.declaration_chunk,
64
+ chunk_scene_database_access,
65
+ ]
66
+ );
67
+
68
+ const vertex_shader = ShaderDescriptor.from({
69
+ resources: rasterization_shader_resources,
70
+ body: vertex_body
71
+ });
72
+
73
+ export const shadow_rasterization_pass_descriptor = new RenderPassDescriptor();
74
+ shadow_rasterization_pass_descriptor.resources = rasterization_shader_resources;
75
+ shadow_rasterization_pass_descriptor.pipeline = RenderPipelineDescriptor.from({
76
+ label: "Rasterize to Depth Buffer / opaque",
77
+ layout: rasterization_shader_resources.generatePipelineLayout(GPUShaderStage.VERTEX),
78
+ vertex: {
79
+ module: {
80
+ code: vertex_shader.source
81
+ }
82
+ },
83
+ depthStencil: DEPTH_STENCIL_STATE_SHADOW,
84
+ primitive: rasterization_primitive_state
85
+ });
86
+
87
+
88
+ shadow_rasterization_pass_descriptor.depthStencilAttachment.depthClearValue = DEPTH_BACKGROUND_VALUE;