@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
@@ -1,123 +1,123 @@
1
- import { assert } from "../../../../core/assert.js";
2
- import { round_up } from "../../../../core/math/round_up.js";
3
- import { BufferResourceDescriptor } from "../../../device/graph/BufferResourceDescriptor.js";
4
- import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
- import { graph_import_buffer } from "../../shader/graph/graph_import_buffer.js";
6
- import {
7
- shader_nodes_update_transform_hierarchy_naive
8
- } from "./shader_nodes_update_transform_hierarchy_naive.js";
9
-
10
- /**
11
- * High-level wrapper for the brute-force transform-hierarchy update.
12
- *
13
- * Drop-in alternative to {@link graph_scene_update_transform_hierarchy}
14
- * that drives the simple "every thread walks its own parent chain"
15
- * shader instead of the CSDLDF lookback variant. Same input shape
16
- * (full `[0, node_count)` sweep), same output (writes `node.global`),
17
- * same return contract — swap the import in the caller and nothing
18
- * else changes.
19
- *
20
- * Useful as a known-correct reference: when the CSDLDF variant
21
- * misbehaves, run the naive one in its place and see if the symptom
22
- * persists. If it does, the bug is upstream of the propagation
23
- * (apply pass, build, scene_database upload). If it doesn't, the
24
- * bug is in CSDLDF's lookback / fallback / spine logic.
25
- *
26
- * @param {object} args
27
- * @param {FrameGraph} args.graph
28
- * @param {GPUSceneContext} args.scene
29
- * @param {number} [args.scene_database] optional graph
30
- * resource handle to chain off if the database was already
31
- * written by an earlier pass this frame. Omit for a standalone
32
- * import.
33
- *
34
- * @returns {{ scene_database: number }}
35
- */
36
- export function graph_scene_update_transform_hierarchy_naive({
37
- graph,
38
- scene,
39
- scene_database,
40
- }) {
41
- assert.defined(graph, 'graph');
42
- assert.defined(scene, 'scene');
43
- assert.equal(scene.isGPUSceneContext, true, 'scene must be a GPUSceneContext');
44
-
45
- // Live rows, which is not the same as the highest row in use: removal frees a row and leaves a
46
- // hole, so the ids are taken from the table's occupancy below rather than counted up.
47
- const transforms_table = scene.scene_database.get('transforms');
48
- const node_count = transforms_table.count;
49
-
50
- const gr_scene_database = scene_database !== undefined
51
- ? scene_database
52
- : graph_import_buffer(graph, scene.scene_database_buffer, "scene_database");
53
-
54
- if (node_count === 0) {
55
- return { scene_database: gr_scene_database };
56
- }
57
-
58
- // ── Pass 1: assemble the input buffer ───────────────────────────
59
- // Same layout as the CSDLDF wrapper: u32 count + 12 bytes of
60
- // alignment padding + `array<u32>` of node ids.
61
-
62
- const HEADER_BYTES = 16;
63
- const HEADER_U32S = HEADER_BYTES / u32.size;
64
- const buffer_byte_size = round_up(HEADER_BYTES + node_count * u32.size, 16);
65
-
66
- const build_data = {};
67
-
68
- function build_execute(data, resources, context) {
69
- const buffer = resources.get(data.buffer);
70
- const encoder = context.encoder;
71
-
72
- const flat = new Uint32Array(HEADER_U32S + node_count);
73
- flat[0] = transforms_table.write_occupied_element_ids(flat, HEADER_U32S);
74
-
75
- encoder.writeBuffer(
76
- buffer, 0,
77
- flat.buffer, flat.byteOffset,
78
- flat.byteLength,
79
- );
80
- }
81
-
82
- const build_pass = graph.add(
83
- "scene-graph naive / build node id list",
84
- build_data,
85
- build_execute,
86
- );
87
- build_data.buffer = build_pass.create(
88
- "node id list (naive)",
89
- BufferResourceDescriptor.from(
90
- buffer_byte_size,
91
- GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
92
- ),
93
- );
94
-
95
- // ── Pass 2: dispatch the brute-force update ────────────────────
96
-
97
- const update_data = {};
98
-
99
- function update_execute(data, resources, context) {
100
- shader_nodes_update_transform_hierarchy_naive.dispatchLinear({
101
- encoder: context.encoder,
102
- element_count: node_count,
103
- bindings: {
104
- input: resources.get(data.input),
105
- scene_database: resources.get(data.scene_database),
106
- },
107
- });
108
- }
109
-
110
- const update_pass = graph.add(
111
- "scene-graph naive / propagate",
112
- update_data,
113
- update_execute,
114
- );
115
- update_data.input = update_pass.read(build_data.buffer);
116
- update_data.scene_database = update_pass.write(
117
- update_pass.read(gr_scene_database)
118
- );
119
-
120
- return {
121
- scene_database: update_data.scene_database,
122
- };
123
- }
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { round_up } from "../../../../core/math/round_up.js";
3
+ import { BufferResourceDescriptor } from "../../../device/graph/BufferResourceDescriptor.js";
4
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
+ import { graph_import_buffer } from "../../shader/graph/graph_import_buffer.js";
6
+ import {
7
+ shader_nodes_update_transform_hierarchy_naive
8
+ } from "./shader_nodes_update_transform_hierarchy_naive.js";
9
+
10
+ /**
11
+ * High-level wrapper for the brute-force transform-hierarchy update.
12
+ *
13
+ * Drop-in alternative to {@link graph_scene_update_transform_hierarchy}
14
+ * that drives the simple "every thread walks its own parent chain"
15
+ * shader instead of the CSDLDF lookback variant. Same input shape
16
+ * (full `[0, node_count)` sweep), same output (writes `node.global`),
17
+ * same return contract — swap the import in the caller and nothing
18
+ * else changes.
19
+ *
20
+ * Useful as a known-correct reference: when the CSDLDF variant
21
+ * misbehaves, run the naive one in its place and see if the symptom
22
+ * persists. If it does, the bug is upstream of the propagation
23
+ * (apply pass, build, scene_database upload). If it doesn't, the
24
+ * bug is in CSDLDF's lookback / fallback / spine logic.
25
+ *
26
+ * @param {object} args
27
+ * @param {FrameGraph} args.graph
28
+ * @param {GPUSceneContext} args.scene
29
+ * @param {number} [args.scene_database] optional graph
30
+ * resource handle to chain off if the database was already
31
+ * written by an earlier pass this frame. Omit for a standalone
32
+ * import.
33
+ *
34
+ * @returns {{ scene_database: number }}
35
+ */
36
+ export function graph_scene_update_transform_hierarchy_naive({
37
+ graph,
38
+ scene,
39
+ scene_database,
40
+ }) {
41
+ assert.defined(graph, 'graph');
42
+ assert.defined(scene, 'scene');
43
+ assert.equal(scene.isGPUSceneContext, true, 'scene must be a GPUSceneContext');
44
+
45
+ // Live rows, which is not the same as the highest row in use: removal frees a row and leaves a
46
+ // hole, so the ids are taken from the table's occupancy below rather than counted up.
47
+ const transforms_table = scene.scene_database.get('transforms');
48
+ const node_count = transforms_table.count;
49
+
50
+ const gr_scene_database = scene_database !== undefined
51
+ ? scene_database
52
+ : graph_import_buffer(graph, scene.scene_database_buffer, "scene_database");
53
+
54
+ if (node_count === 0) {
55
+ return { scene_database: gr_scene_database };
56
+ }
57
+
58
+ // ── Pass 1: assemble the input buffer ───────────────────────────
59
+ // Same layout as the CSDLDF wrapper: u32 count + 12 bytes of
60
+ // alignment padding + `array<u32>` of node ids.
61
+
62
+ const HEADER_BYTES = 16;
63
+ const HEADER_U32S = HEADER_BYTES / u32.size;
64
+ const buffer_byte_size = round_up(HEADER_BYTES + node_count * u32.size, 16);
65
+
66
+ const build_data = {};
67
+
68
+ function build_execute(data, resources, context) {
69
+ const buffer = resources.get(data.buffer);
70
+ const encoder = context.encoder;
71
+
72
+ const flat = new Uint32Array(HEADER_U32S + node_count);
73
+ flat[0] = transforms_table.write_occupied_element_ids(flat, HEADER_U32S);
74
+
75
+ encoder.writeBuffer(
76
+ buffer, 0,
77
+ flat.buffer, flat.byteOffset,
78
+ flat.byteLength,
79
+ );
80
+ }
81
+
82
+ const build_pass = graph.add(
83
+ "scene-graph naive / build node id list",
84
+ build_data,
85
+ build_execute,
86
+ );
87
+ build_data.buffer = build_pass.create(
88
+ "node id list (naive)",
89
+ BufferResourceDescriptor.from(
90
+ buffer_byte_size,
91
+ GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
92
+ ),
93
+ );
94
+
95
+ // ── Pass 2: dispatch the brute-force update ────────────────────
96
+
97
+ const update_data = {};
98
+
99
+ function update_execute(data, resources, context) {
100
+ shader_nodes_update_transform_hierarchy_naive.dispatchThreads({
101
+ encoder: context.encoder,
102
+ thread_count_x: node_count,
103
+ bindings: {
104
+ input: resources.get(data.input),
105
+ scene_database: resources.get(data.scene_database),
106
+ },
107
+ });
108
+ }
109
+
110
+ const update_pass = graph.add(
111
+ "scene-graph naive / propagate",
112
+ update_data,
113
+ update_execute,
114
+ );
115
+ update_data.input = update_pass.read(build_data.buffer);
116
+ update_data.scene_database = update_pass.write(
117
+ update_pass.read(gr_scene_database)
118
+ );
119
+
120
+ return {
121
+ scene_database: update_data.scene_database,
122
+ };
123
+ }
@@ -1 +1 @@
1
- {"version":3,"file":"shader_nodes_record_input_positions.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.js"],"names":[],"mappings":"AAwDA;;GAEG;AACH,kDAFU,aAAa,CAOpB;8BA5D2B,+BAA+B"}
1
+ {"version":3,"file":"shader_nodes_record_input_positions.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.js"],"names":[],"mappings":"AAwDA;;GAEG;AACH,kDAFU,aAAa,CAMpB;8BA3D2B,+BAA+B"}
@@ -1,65 +1,64 @@
1
- import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
- import { COLLECTION_U32_STRUCT_READ } from "../../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
4
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
- import { ComputeShader } from "../../shader/ComputeShader.js";
6
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
- import { TRANSFORM_HIERARCHY_PARTITION_SIZE } from "./TRANSFORM_HIERARCHY_PARTITION_SIZE.js";
8
-
9
- /**
10
- * Setup pass for the CSDLDF-style transform-hierarchy update — fills the
11
- * `node_to_tile` lookup table that the update shader uses to ask "is this
12
- * parent in the input, and if so where?" in O(1).
13
- *
14
- * Each input position `i` writes its node id's slot:
15
- *
16
- * node_to_tile[input.elements[i]] = i + 1
17
- *
18
- * The +1 lets us treat 0 as a sentinel for "not in input" — which is how
19
- * `BufferResourceDescriptor.empty` leaves the buffer between frames, so
20
- * we don't have to clear it ourselves with a non-zero pattern.
21
- *
22
- * The lookup is *position*-based, not tile-based: the update shader needs
23
- * the position to index `published_globals` (per-input-position atomic
24
- * mat4 buffer); the tile is derived as `position / PARTITION_SIZE` for
25
- * the spine-flag check. Encoding position covers both needs in one slot.
26
- *
27
- * The buffer is sized to cover every node id the input might reference
28
- * (i.e. the transforms-table's element capacity). Slots for nodes not in
29
- * the input keep their cleared 0 value, signalling "look me up directly
30
- * from the database".
31
- */
32
- const resources = new ShaderResourceSetDescriptor();
33
- resources.createGroup()
34
- .addStorageBuffer("input", COLLECTION_U32_STRUCT_READ)
35
- .addStorageBuffer("node_to_tile", WebGPUArray.from(u32), true);
36
-
37
- const body = CodeChunk.from(
38
- //language=WGSL
39
- `
40
- @compute @workgroup_size(${TRANSFORM_HIERARCHY_PARTITION_SIZE})
41
- fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
42
- let pos = gid.x;
43
- if(pos >= input.count){
44
- return;
45
- }
46
-
47
- let node_id = input.elements[pos];
48
-
49
- // Encode position + 1; the 0 sentinel reserved for "not in input"
50
- // dovetails with the buffer's zero-initialized state. The update
51
- // shader recovers the tile as (position / PARTITION_SIZE) when it
52
- // needs the spine-flag index.
53
- node_to_tile[node_id] = pos + 1u;
54
- }
55
- `, []);
56
-
57
- /**
58
- * @type {ComputeShader}
59
- */
60
- export const shader_nodes_record_input_positions = ComputeShader.from({
61
- label: "SceneGraph/RecordInputPositions",
62
- body,
63
- resources,
64
- group_size: [TRANSFORM_HIERARCHY_PARTITION_SIZE, 1, 1],
65
- });
1
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { COLLECTION_U32_STRUCT_READ } from "../../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../../shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
+ import { TRANSFORM_HIERARCHY_PARTITION_SIZE } from "./TRANSFORM_HIERARCHY_PARTITION_SIZE.js";
8
+
9
+ /**
10
+ * Setup pass for the CSDLDF-style transform-hierarchy update — fills the
11
+ * `node_to_tile` lookup table that the update shader uses to ask "is this
12
+ * parent in the input, and if so where?" in O(1).
13
+ *
14
+ * Each input position `i` writes its node id's slot:
15
+ *
16
+ * node_to_tile[input.elements[i]] = i + 1
17
+ *
18
+ * The +1 lets us treat 0 as a sentinel for "not in input" — which is how
19
+ * `BufferResourceDescriptor.empty` leaves the buffer between frames, so
20
+ * we don't have to clear it ourselves with a non-zero pattern.
21
+ *
22
+ * The lookup is *position*-based, not tile-based: the update shader needs
23
+ * the position to index `published_globals` (per-input-position atomic
24
+ * mat4 buffer); the tile is derived as `position / PARTITION_SIZE` for
25
+ * the spine-flag check. Encoding position covers both needs in one slot.
26
+ *
27
+ * The buffer is sized to cover every node id the input might reference
28
+ * (i.e. the transforms-table's element capacity). Slots for nodes not in
29
+ * the input keep their cleared 0 value, signalling "look me up directly
30
+ * from the database".
31
+ */
32
+ const resources = new ShaderResourceSetDescriptor();
33
+ resources.createGroup()
34
+ .addStorageBuffer("input", COLLECTION_U32_STRUCT_READ)
35
+ .addStorageBuffer("node_to_tile", WebGPUArray.from(u32), true);
36
+
37
+ const body = CodeChunk.from(
38
+ //language=WGSL
39
+ `
40
+ @compute @workgroup_size(${TRANSFORM_HIERARCHY_PARTITION_SIZE})
41
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
42
+ let pos = gid.x;
43
+ if(pos >= input.count){
44
+ return;
45
+ }
46
+
47
+ let node_id = input.elements[pos];
48
+
49
+ // Encode position + 1; the 0 sentinel reserved for "not in input"
50
+ // dovetails with the buffer's zero-initialized state. The update
51
+ // shader recovers the tile as (position / PARTITION_SIZE) when it
52
+ // needs the spine-flag index.
53
+ node_to_tile[node_id] = pos + 1u;
54
+ }
55
+ `, []);
56
+
57
+ /**
58
+ * @type {ComputeShader}
59
+ */
60
+ export const shader_nodes_record_input_positions = ComputeShader.from({
61
+ label: "SceneGraph/RecordInputPositions",
62
+ body,
63
+ resources,
64
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_nodes_update_transform_hierarchy.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.js"],"names":[],"mappings":"AA2WA;;;GAGG;AACH,sDAFU,aAAa,CAOpB;8BA7W2B,+BAA+B"}
1
+ {"version":3,"file":"shader_nodes_update_transform_hierarchy.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.js"],"names":[],"mappings":"AA2WA;;;GAGG;AACH,sDAFU,aAAa,CAMpB;8BA5W2B,+BAA+B"}