@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
@@ -1,383 +1,383 @@
1
- import { assert } from "../../../core/assert.js";
2
- import { BVH } from "../../../core/bvh2/bvh3/BVH.js";
3
- import { FrameGraph } from "../../../engine/graphics/render/frame_graph/FrameGraph.js";
4
- import { BufferResourceDescriptor } from "../../device/graph/BufferResourceDescriptor.js";
5
- import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
6
- import { ensure_buffer_capacity } from "../geometry/make_temp_gpu_buffer.js";
7
- import { BVH_BUILD_SETTINGS_STRUCT } from "../gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js";
8
- import { bvh_buffer_size } from "../gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js";
9
- import { graph_bvh_build_lbvh } from "../gpu_primitive/bvh/graph_bvh_build_lbvh.js";
10
- import { shader_bvh_extract_instance_leaves } from "./shader_bvh_extract_instance_leaves.js";
11
-
12
- /**
13
- * `root = BVH_NULL_NODE` — an empty tree, in the four bytes every consumer already reads that way.
14
- * @type {Uint32Array}
15
- */
16
- const EMPTY_TREE = Uint32Array.from([0xffffffff]);
17
-
18
- /**
19
- * The scene-bounds cell before anything has been merged into it: +inf for the three minima, -inf
20
- * for the three maxima, so the first contribution wins on every axis.
21
- *
22
- * Written host-side as exact u32 bit patterns. A pool-cleared buffer holds zeroes, and zero is a
23
- * perfectly good coordinate — a scene entirely in the positive octant would end up with bounds
24
- * anchored at the origin and every Morton code crushed into a corner of the grid.
25
- *
26
- * @type {Uint32Array}
27
- */
28
- const SCENE_BOUNDS_SEED = Uint32Array.from([
29
- 0x7F800000, 0x7F800000, 0x7F800000,
30
- 0xFF800000, 0xFF800000, 0xFF800000,
31
- ]);
32
-
33
- /**
34
- * Top-Level Acceleration Structure (TLAS)
35
- */
36
- export class GPUInstancesAccelerationStructure {
37
-
38
- /**
39
- * @type {GraphicsContext}
40
- */
41
- #graphics
42
-
43
- /**
44
- * @type {GPUDevice}
45
- */
46
- #device
47
-
48
- #bvh = new BVH();
49
-
50
- /**
51
- * The CPU-side tree. Still maintained incrementally by the `instance_*` methods and still walked
52
- * by CPU queries — {@link DirectionalLightShadowmap} runs `compute_tight_near_far_clipping_planes`
53
- * against it per cascade per frame. What the GPU build retires is the per-frame treelet pass and
54
- * the full flatten-and-upload, not the tree.
55
- */
56
- get bvh() {
57
- return this.#bvh;
58
- }
59
-
60
- clear() {
61
- this.#bvh.release_all();
62
- this.#node_mapping.clear();
63
- this.#membership_version++;
64
- this.#version++;
65
- }
66
-
67
- /**
68
- * @type {GPUBuffer}
69
- */
70
- #buffer
71
-
72
- /**
73
- *
74
- * @return {GPUBuffer}
75
- */
76
- get buffer() {
77
- return this.#buffer;
78
- }
79
-
80
- #gpu_version = 0;
81
- #version = 0;
82
-
83
- /**
84
- * Bumped when the set of live rows changes — an add or a remove — and not when one merely moves.
85
- * The rows list is uploaded only when this moves, so a scene in continuous motion re-uploads
86
- * nothing.
87
- *
88
- * @type {number}
89
- */
90
- #membership_version = 0;
91
-
92
- /**
93
- * Membership version the {@link #rows_buffer} currently holds.
94
- * @type {number}
95
- */
96
- #rows_gpu_version = -1;
97
-
98
- /**
99
- * Compact mirror of the live `meshes` rows, in insertion order. Rebuilt from
100
- * {@link #node_mapping} when membership churns.
101
- *
102
- * @type {Uint32Array}
103
- */
104
- #rows = new Uint32Array(0);
105
-
106
- /**
107
- * @type {GPUBuffer|undefined}
108
- */
109
- #rows_buffer
110
-
111
- /**
112
- *
113
- * @param {GraphicsContext} graphics
114
- */
115
- constructor(graphics) {
116
- assert.defined(graphics, 'graphics');
117
- assert.equal(graphics.isGraphicsContext, true, 'graphics.isGraphicsContext !== true');
118
-
119
- const device = graphics.device;
120
-
121
- this.#graphics = graphics;
122
- this.#device = device;
123
-
124
- this.#buffer = device.createBuffer({
125
- label: 'TLAS',
126
- size: 1024,
127
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC
128
- });
129
- }
130
-
131
- /**
132
- *
133
- * @type {Map<number, number>}
134
- */
135
- #node_mapping = new Map();
136
-
137
- /**
138
- *
139
- * @param {number} index
140
- * @param {Mesh} instance
141
- */
142
- instance_add(index, instance) {
143
- assert.isNonNegativeInteger(index, 'index');
144
- assert.defined(instance, 'instance');
145
-
146
- const bvh = this.#bvh;
147
-
148
- const node = bvh.allocate_node();
149
- bvh.node_set_user_data(node, index);
150
- bvh.node_set_aabb(node, instance.bounding_box);
151
-
152
- bvh.insert_leaf(node);
153
-
154
- this.#node_mapping.set(index, node);
155
-
156
- this.#membership_version++;
157
- this.#version++;
158
- }
159
-
160
- /**
161
- * Drop an instance previously handed to {@link instance_add}. The leaf is unlinked and its node
162
- * returned to the pool, so the tree stays proportional to what is in the scene rather than to
163
- * everything that ever was.
164
- *
165
- * @param {number} index
166
- */
167
- instance_remove(index) {
168
- assert.isNonNegativeInteger(index, 'index');
169
-
170
- const node = this.#node_mapping.get(index);
171
-
172
- assert.defined(node, 'node');
173
-
174
- const bvh = this.#bvh;
175
-
176
- bvh.remove_leaf(node);
177
- bvh.release_node(node);
178
-
179
- this.#node_mapping.delete(index);
180
-
181
- this.#membership_version++;
182
- this.#version++;
183
- }
184
-
185
- /**
186
- *
187
- * @param {number} index
188
- * @param {Mesh} instance
189
- */
190
- instance_update(index, instance) {
191
- assert.isNonNegativeInteger(index, 'index');
192
- assert.defined(instance, 'instance');
193
-
194
- const node = this.#node_mapping.get(index);
195
-
196
- this.#bvh.node_move_aabb(node, instance.bounding_box);
197
-
198
- this.#version++;
199
- }
200
-
201
- /**
202
- * Bring {@link #rows_buffer} in line with the live row set, if and only if membership changed.
203
- *
204
- * @returns {number} number of live rows
205
- */
206
- #refresh_rows() {
207
- const count = this.#node_mapping.size;
208
-
209
- if (this.#rows_gpu_version === this.#membership_version && this.#rows.length >= count) {
210
- return count;
211
- }
212
-
213
- if (this.#rows.length < count) {
214
- this.#rows = new Uint32Array(count);
215
- }
216
-
217
- let i = 0;
218
- for (const row of this.#node_mapping.keys()) {
219
- this.#rows[i] = row;
220
- i++;
221
- }
222
-
223
- const byte_size = Math.max(4, count * Uint32Array.BYTES_PER_ELEMENT);
224
-
225
- if (this.#rows_buffer === undefined) {
226
- this.#rows_buffer = this.#device.createBuffer({
227
- label: 'TLAS/rows',
228
- size: Math.max(1024, byte_size),
229
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC
230
- });
231
- } else {
232
- this.#rows_buffer = ensure_buffer_capacity(this.#device, this.#rows_buffer, byte_size);
233
- }
234
-
235
- // Queue writes land in submission order ahead of command buffers submitted after them, so
236
- // the build encoded below sees these rows. Offset and size are in elements of the source,
237
- // per `GPUQueue.writeBuffer` — `#rows` can be longer than the live set.
238
- this.#device.queue.writeBuffer(this.#rows_buffer, 0, this.#rows, 0, count);
239
-
240
- this.#rows_gpu_version = this.#membership_version;
241
-
242
- return count;
243
- }
244
-
245
- /**
246
- * Build the tree, from the world AABBs the scene database holds.
247
- *
248
- * @param {GPUBuffer} scene_database_buffer
249
- */
250
- #build(scene_database_buffer) {
251
- assert.defined(scene_database_buffer, 'scene_database_buffer');
252
-
253
- const device = this.#device;
254
-
255
- const element_count = this.#node_mapping.size;
256
-
257
- // `ensure_buffer_capacity` can hand back a NEW buffer and destroy the old one. Consumers are
258
- // safe because they read `tlas.buffer` per frame at pass-execute time — but the field has to
259
- // be reassigned before the graph imports it.
260
- this.#buffer = ensure_buffer_capacity(
261
- device,
262
- this.#buffer,
263
- bvh_buffer_size(Math.max(1, element_count)),
264
- 1024,
265
- 1024,
266
- 1.2
267
- );
268
-
269
- if (element_count === 0) {
270
- device.queue.writeBuffer(this.#buffer, 0, EMPTY_TREE);
271
-
272
- return;
273
- }
274
-
275
- this.#refresh_rows();
276
-
277
- const graph = new FrameGraph('TLAS build');
278
-
279
- const rows = graph.import_resource(
280
- "tlas/rows",
281
- BufferResourceDescriptor.fromBuffer(this.#rows_buffer),
282
- this.#rows_buffer
283
- );
284
-
285
- const scene_database = graph.import_resource(
286
- "scene database",
287
- BufferResourceDescriptor.fromBuffer(scene_database_buffer),
288
- scene_database_buffer
289
- );
290
-
291
- const nodes = graph.import_resource(
292
- "tlas/nodes",
293
- BufferResourceDescriptor.fromBuffer(this.#buffer),
294
- this.#buffer
295
- );
296
-
297
- const extract_data = {};
298
- const extract_pass = graph.add("tlas/extract instance leaves", extract_data, extract_execute);
299
-
300
- extract_data.element_count = element_count;
301
- extract_data.rows = extract_pass.read(rows);
302
- extract_data.scene_database = extract_pass.read(scene_database);
303
-
304
- extract_data.leaf_bounds = extract_pass.create("tlas/leaf bounds", BufferResourceDescriptor.from(
305
- element_count * 6 * Float32Array.BYTES_PER_ELEMENT,
306
- GPUBufferUsage.STORAGE
307
- ));
308
-
309
- extract_data.leaf_payload = extract_pass.create("tlas/leaf payload", BufferResourceDescriptor.from(
310
- element_count * Uint32Array.BYTES_PER_ELEMENT,
311
- GPUBufferUsage.STORAGE
312
- ));
313
-
314
- extract_data.scene_bounds = extract_pass.create("tlas/scene bounds", BufferResourceDescriptor.from(
315
- SCENE_BOUNDS_SEED.byteLength,
316
- GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST
317
- ));
318
-
319
- graph_bvh_build_lbvh({
320
- graph,
321
- leaf_bounds: extract_data.leaf_bounds,
322
- leaf_payload: extract_data.leaf_payload,
323
- scene_bounds: extract_data.scene_bounds,
324
- element_count,
325
- nodes,
326
- });
327
-
328
- const cmd = ShadeGPUCommandContext.create(this.#graphics, 'TLAS/build');
329
-
330
- cmd.encodeGraph(graph);
331
- cmd.finish();
332
- }
333
-
334
- /**
335
- * @param {GPUBuffer} scene_database_buffer the table the world AABBs are read from
336
- */
337
- push_to_gpu(scene_database_buffer) {
338
- this.#build(scene_database_buffer);
339
-
340
- this.#gpu_version = this.#version;
341
- }
342
-
343
- /**
344
- * @param {GPUBuffer} scene_database_buffer
345
- */
346
- update(scene_database_buffer) {
347
- if (this.#gpu_version === this.#version) {
348
- return;
349
- }
350
-
351
- this.push_to_gpu(scene_database_buffer);
352
- }
353
- }
354
-
355
- /**
356
- * @param pass_data
357
- * @param {FramePassResources} resources
358
- * @param {GraphicsExecutionContext} context
359
- */
360
- function extract_execute(pass_data, resources, context) {
361
- const encoder = context.encoder;
362
-
363
- const scene_bounds = resources.get(pass_data.scene_bounds);
364
-
365
- // Seeded rather than cleared: the merge is a min/max, and zero is not an identity for either.
366
- encoder.writeBuffer(scene_bounds, 0, SCENE_BOUNDS_SEED.buffer, 0, SCENE_BOUNDS_SEED.byteLength);
367
-
368
- shader_bvh_extract_instance_leaves.dispatchLinear({
369
- encoder,
370
- element_count: pass_data.element_count,
371
- bindings: {
372
- settings: encoder.allocateTransientValueBuffer(
373
- BVH_BUILD_SETTINGS_STRUCT,
374
- { element_count: pass_data.element_count }
375
- ),
376
- rows: resources.get(pass_data.rows),
377
- scene_database: resources.get(pass_data.scene_database),
378
- leaf_bounds: resources.get(pass_data.leaf_bounds),
379
- leaf_payload: resources.get(pass_data.leaf_payload),
380
- scene_bounds,
381
- }
382
- });
383
- }
1
+ import { assert } from "../../../core/assert.js";
2
+ import { BVH } from "../../../core/bvh2/bvh3/BVH.js";
3
+ import { FrameGraph } from "../../../engine/graphics/render/frame_graph/FrameGraph.js";
4
+ import { BufferResourceDescriptor } from "../../device/graph/BufferResourceDescriptor.js";
5
+ import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
6
+ import { ensure_buffer_capacity } from "../geometry/make_temp_gpu_buffer.js";
7
+ import { BVH_BUILD_SETTINGS_STRUCT } from "../gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js";
8
+ import { bvh_buffer_size } from "../gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js";
9
+ import { graph_bvh_build_lbvh } from "../gpu_primitive/bvh/graph_bvh_build_lbvh.js";
10
+ import { shader_bvh_extract_instance_leaves } from "./shader_bvh_extract_instance_leaves.js";
11
+
12
+ /**
13
+ * `root = BVH_NULL_NODE` — an empty tree, in the four bytes every consumer already reads that way.
14
+ * @type {Uint32Array}
15
+ */
16
+ const EMPTY_TREE = Uint32Array.from([0xffffffff]);
17
+
18
+ /**
19
+ * The scene-bounds cell before anything has been merged into it: +inf for the three minima, -inf
20
+ * for the three maxima, so the first contribution wins on every axis.
21
+ *
22
+ * Written host-side as exact u32 bit patterns. A pool-cleared buffer holds zeroes, and zero is a
23
+ * perfectly good coordinate — a scene entirely in the positive octant would end up with bounds
24
+ * anchored at the origin and every Morton code crushed into a corner of the grid.
25
+ *
26
+ * @type {Uint32Array}
27
+ */
28
+ const SCENE_BOUNDS_SEED = Uint32Array.from([
29
+ 0x7F800000, 0x7F800000, 0x7F800000,
30
+ 0xFF800000, 0xFF800000, 0xFF800000,
31
+ ]);
32
+
33
+ /**
34
+ * Top-Level Acceleration Structure (TLAS)
35
+ */
36
+ export class GPUInstancesAccelerationStructure {
37
+
38
+ /**
39
+ * @type {GraphicsContext}
40
+ */
41
+ #graphics
42
+
43
+ /**
44
+ * @type {GPUDevice}
45
+ */
46
+ #device
47
+
48
+ #bvh = new BVH();
49
+
50
+ /**
51
+ * The CPU-side tree. Still maintained incrementally by the `instance_*` methods and still walked
52
+ * by CPU queries — {@link DirectionalLightShadowmap} runs `compute_tight_near_far_clipping_planes`
53
+ * against it per cascade per frame. What the GPU build retires is the per-frame treelet pass and
54
+ * the full flatten-and-upload, not the tree.
55
+ */
56
+ get bvh() {
57
+ return this.#bvh;
58
+ }
59
+
60
+ clear() {
61
+ this.#bvh.release_all();
62
+ this.#node_mapping.clear();
63
+ this.#membership_version++;
64
+ this.#version++;
65
+ }
66
+
67
+ /**
68
+ * @type {GPUBuffer}
69
+ */
70
+ #buffer
71
+
72
+ /**
73
+ *
74
+ * @return {GPUBuffer}
75
+ */
76
+ get buffer() {
77
+ return this.#buffer;
78
+ }
79
+
80
+ #gpu_version = 0;
81
+ #version = 0;
82
+
83
+ /**
84
+ * Bumped when the set of live rows changes — an add or a remove — and not when one merely moves.
85
+ * The rows list is uploaded only when this moves, so a scene in continuous motion re-uploads
86
+ * nothing.
87
+ *
88
+ * @type {number}
89
+ */
90
+ #membership_version = 0;
91
+
92
+ /**
93
+ * Membership version the {@link #rows_buffer} currently holds.
94
+ * @type {number}
95
+ */
96
+ #rows_gpu_version = -1;
97
+
98
+ /**
99
+ * Compact mirror of the live `meshes` rows, in insertion order. Rebuilt from
100
+ * {@link #node_mapping} when membership churns.
101
+ *
102
+ * @type {Uint32Array}
103
+ */
104
+ #rows = new Uint32Array(0);
105
+
106
+ /**
107
+ * @type {GPUBuffer|undefined}
108
+ */
109
+ #rows_buffer
110
+
111
+ /**
112
+ *
113
+ * @param {GraphicsContext} graphics
114
+ */
115
+ constructor(graphics) {
116
+ assert.defined(graphics, 'graphics');
117
+ assert.equal(graphics.isGraphicsContext, true, 'graphics.isGraphicsContext !== true');
118
+
119
+ const device = graphics.device;
120
+
121
+ this.#graphics = graphics;
122
+ this.#device = device;
123
+
124
+ this.#buffer = device.createBuffer({
125
+ label: 'TLAS',
126
+ size: 1024,
127
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC
128
+ });
129
+ }
130
+
131
+ /**
132
+ *
133
+ * @type {Map<number, number>}
134
+ */
135
+ #node_mapping = new Map();
136
+
137
+ /**
138
+ *
139
+ * @param {number} index
140
+ * @param {Mesh} instance
141
+ */
142
+ instance_add(index, instance) {
143
+ assert.isNonNegativeInteger(index, 'index');
144
+ assert.defined(instance, 'instance');
145
+
146
+ const bvh = this.#bvh;
147
+
148
+ const node = bvh.allocate_node();
149
+ bvh.node_set_user_data(node, index);
150
+ bvh.node_set_aabb(node, instance.bounding_box);
151
+
152
+ bvh.insert_leaf(node);
153
+
154
+ this.#node_mapping.set(index, node);
155
+
156
+ this.#membership_version++;
157
+ this.#version++;
158
+ }
159
+
160
+ /**
161
+ * Drop an instance previously handed to {@link instance_add}. The leaf is unlinked and its node
162
+ * returned to the pool, so the tree stays proportional to what is in the scene rather than to
163
+ * everything that ever was.
164
+ *
165
+ * @param {number} index
166
+ */
167
+ instance_remove(index) {
168
+ assert.isNonNegativeInteger(index, 'index');
169
+
170
+ const node = this.#node_mapping.get(index);
171
+
172
+ assert.defined(node, 'node');
173
+
174
+ const bvh = this.#bvh;
175
+
176
+ bvh.remove_leaf(node);
177
+ bvh.release_node(node);
178
+
179
+ this.#node_mapping.delete(index);
180
+
181
+ this.#membership_version++;
182
+ this.#version++;
183
+ }
184
+
185
+ /**
186
+ *
187
+ * @param {number} index
188
+ * @param {Mesh} instance
189
+ */
190
+ instance_update(index, instance) {
191
+ assert.isNonNegativeInteger(index, 'index');
192
+ assert.defined(instance, 'instance');
193
+
194
+ const node = this.#node_mapping.get(index);
195
+
196
+ this.#bvh.node_move_aabb(node, instance.bounding_box);
197
+
198
+ this.#version++;
199
+ }
200
+
201
+ /**
202
+ * Bring {@link #rows_buffer} in line with the live row set, if and only if membership changed.
203
+ *
204
+ * @returns {number} number of live rows
205
+ */
206
+ #refresh_rows() {
207
+ const count = this.#node_mapping.size;
208
+
209
+ if (this.#rows_gpu_version === this.#membership_version && this.#rows.length >= count) {
210
+ return count;
211
+ }
212
+
213
+ if (this.#rows.length < count) {
214
+ this.#rows = new Uint32Array(count);
215
+ }
216
+
217
+ let i = 0;
218
+ for (const row of this.#node_mapping.keys()) {
219
+ this.#rows[i] = row;
220
+ i++;
221
+ }
222
+
223
+ const byte_size = Math.max(4, count * Uint32Array.BYTES_PER_ELEMENT);
224
+
225
+ if (this.#rows_buffer === undefined) {
226
+ this.#rows_buffer = this.#device.createBuffer({
227
+ label: 'TLAS/rows',
228
+ size: Math.max(1024, byte_size),
229
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC
230
+ });
231
+ } else {
232
+ this.#rows_buffer = ensure_buffer_capacity(this.#device, this.#rows_buffer, byte_size);
233
+ }
234
+
235
+ // Queue writes land in submission order ahead of command buffers submitted after them, so
236
+ // the build encoded below sees these rows. Offset and size are in elements of the source,
237
+ // per `GPUQueue.writeBuffer` — `#rows` can be longer than the live set.
238
+ this.#device.queue.writeBuffer(this.#rows_buffer, 0, this.#rows, 0, count);
239
+
240
+ this.#rows_gpu_version = this.#membership_version;
241
+
242
+ return count;
243
+ }
244
+
245
+ /**
246
+ * Build the tree, from the world AABBs the scene database holds.
247
+ *
248
+ * @param {GPUBuffer} scene_database_buffer
249
+ */
250
+ #build(scene_database_buffer) {
251
+ assert.defined(scene_database_buffer, 'scene_database_buffer');
252
+
253
+ const device = this.#device;
254
+
255
+ const element_count = this.#node_mapping.size;
256
+
257
+ // `ensure_buffer_capacity` can hand back a NEW buffer and destroy the old one. Consumers are
258
+ // safe because they read `tlas.buffer` per frame at pass-execute time — but the field has to
259
+ // be reassigned before the graph imports it.
260
+ this.#buffer = ensure_buffer_capacity(
261
+ device,
262
+ this.#buffer,
263
+ bvh_buffer_size(Math.max(1, element_count)),
264
+ 1024,
265
+ 1024,
266
+ 1.2
267
+ );
268
+
269
+ if (element_count === 0) {
270
+ device.queue.writeBuffer(this.#buffer, 0, EMPTY_TREE);
271
+
272
+ return;
273
+ }
274
+
275
+ this.#refresh_rows();
276
+
277
+ const graph = new FrameGraph('TLAS build');
278
+
279
+ const rows = graph.import_resource(
280
+ "tlas/rows",
281
+ BufferResourceDescriptor.fromBuffer(this.#rows_buffer),
282
+ this.#rows_buffer
283
+ );
284
+
285
+ const scene_database = graph.import_resource(
286
+ "scene database",
287
+ BufferResourceDescriptor.fromBuffer(scene_database_buffer),
288
+ scene_database_buffer
289
+ );
290
+
291
+ const nodes = graph.import_resource(
292
+ "tlas/nodes",
293
+ BufferResourceDescriptor.fromBuffer(this.#buffer),
294
+ this.#buffer
295
+ );
296
+
297
+ const extract_data = {};
298
+ const extract_pass = graph.add("tlas/extract instance leaves", extract_data, extract_execute);
299
+
300
+ extract_data.element_count = element_count;
301
+ extract_data.rows = extract_pass.read(rows);
302
+ extract_data.scene_database = extract_pass.read(scene_database);
303
+
304
+ extract_data.leaf_bounds = extract_pass.create("tlas/leaf bounds", BufferResourceDescriptor.from(
305
+ element_count * 6 * Float32Array.BYTES_PER_ELEMENT,
306
+ GPUBufferUsage.STORAGE
307
+ ));
308
+
309
+ extract_data.leaf_payload = extract_pass.create("tlas/leaf payload", BufferResourceDescriptor.from(
310
+ element_count * Uint32Array.BYTES_PER_ELEMENT,
311
+ GPUBufferUsage.STORAGE
312
+ ));
313
+
314
+ extract_data.scene_bounds = extract_pass.create("tlas/scene bounds", BufferResourceDescriptor.from(
315
+ SCENE_BOUNDS_SEED.byteLength,
316
+ GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST
317
+ ));
318
+
319
+ graph_bvh_build_lbvh({
320
+ graph,
321
+ leaf_bounds: extract_data.leaf_bounds,
322
+ leaf_payload: extract_data.leaf_payload,
323
+ scene_bounds: extract_data.scene_bounds,
324
+ element_count,
325
+ nodes,
326
+ });
327
+
328
+ const cmd = ShadeGPUCommandContext.create(this.#graphics, 'TLAS/build');
329
+
330
+ cmd.encodeGraph(graph);
331
+ cmd.finish();
332
+ }
333
+
334
+ /**
335
+ * @param {GPUBuffer} scene_database_buffer the table the world AABBs are read from
336
+ */
337
+ push_to_gpu(scene_database_buffer) {
338
+ this.#build(scene_database_buffer);
339
+
340
+ this.#gpu_version = this.#version;
341
+ }
342
+
343
+ /**
344
+ * @param {GPUBuffer} scene_database_buffer
345
+ */
346
+ update(scene_database_buffer) {
347
+ if (this.#gpu_version === this.#version) {
348
+ return;
349
+ }
350
+
351
+ this.push_to_gpu(scene_database_buffer);
352
+ }
353
+ }
354
+
355
+ /**
356
+ * @param pass_data
357
+ * @param {FramePassResources} resources
358
+ * @param {GraphicsExecutionContext} context
359
+ */
360
+ function extract_execute(pass_data, resources, context) {
361
+ const encoder = context.encoder;
362
+
363
+ const scene_bounds = resources.get(pass_data.scene_bounds);
364
+
365
+ // Seeded rather than cleared: the merge is a min/max, and zero is not an identity for either.
366
+ encoder.writeBuffer(scene_bounds, 0, SCENE_BOUNDS_SEED.buffer, 0, SCENE_BOUNDS_SEED.byteLength);
367
+
368
+ shader_bvh_extract_instance_leaves.dispatchThreads({
369
+ encoder,
370
+ thread_count_x: pass_data.element_count,
371
+ bindings: {
372
+ settings: encoder.allocateTransientValueBuffer(
373
+ BVH_BUILD_SETTINGS_STRUCT,
374
+ { element_count: pass_data.element_count }
375
+ ),
376
+ rows: resources.get(pass_data.rows),
377
+ scene_database: resources.get(pass_data.scene_database),
378
+ leaf_bounds: resources.get(pass_data.leaf_bounds),
379
+ leaf_payload: resources.get(pass_data.leaf_payload),
380
+ scene_bounds,
381
+ }
382
+ });
383
+ }