@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
@@ -1,215 +1,218 @@
1
- import { assert } from "../../../core/assert.js";
2
- import {
3
- rp_validate_and_rewrite_for_color_attachments
4
- } from "../../device/pipeline/rp_validate_and_rewrite_for_color_attachments.js";
5
- import { create_full_quad_pipeline_descriptor } from "./fullscreen/create_full_quad_pipeline_descriptor.js";
6
-
7
- const VALIDATION_ENABLED = true;
8
-
9
- /**
10
- * Full-screen render shader
11
- */
12
- export class ImageShader {
13
- /**
14
- * @type {ShaderDescriptor}
15
- */
16
- #descriptor
17
-
18
- /**
19
- *
20
- * @returns {ShaderDescriptor}
21
- */
22
- get descriptor() {
23
- return this.#descriptor;
24
- }
25
-
26
- /**
27
- * Optional clear values for each target
28
- * @type {number[][]}
29
- */
30
- clear_values = [];
31
-
32
- /**
33
- * @type {RenderPipelineDescriptor}
34
- */
35
- #pipeline;
36
-
37
- /**
38
- *
39
- * @returns {RenderPipelineDescriptor}
40
- */
41
- get pipeline() {
42
- return this.#pipeline
43
- }
44
-
45
- /**
46
- *
47
- * @returns {boolean}
48
- */
49
- get isImageShader() {
50
- return true;
51
- }
52
-
53
- /**
54
- *
55
- * @param {ShaderDescriptor} descriptor
56
- * @param {(ColorTargetState|{clearValue?:number[]})[]} [targets]
57
- * @param {DepthStencilState} [depthStencil]
58
- */
59
- constructor({
60
- descriptor,
61
- targets = [],
62
- depthStencil,
63
- }) {
64
-
65
- this.#descriptor = descriptor;
66
-
67
- // process optional clearValue parameter
68
- for (let i = 0; i < targets.length; i++) {
69
- const target = targets[i];
70
-
71
- const clearValue = target.clearValue;
72
- if (clearValue !== undefined) {
73
- assert.isArrayLike(clearValue, 'clearValue');
74
-
75
- let sanitizedClearValue = clearValue;
76
-
77
- // we need exactly 4 values according to spec
78
-
79
- const value_count = sanitizedClearValue.length;
80
-
81
- // TODO validate count against number of channels in the target
82
-
83
- if (value_count === 4) {
84
- // correct length
85
-
86
- } else if (value_count < 4) {
87
- // too few
88
-
89
- sanitizedClearValue = sanitizedClearValue.slice();
90
-
91
- for (let j = value_count; j < 4; j++) {
92
- // pad with 0
93
- sanitizedClearValue[j] = 0;
94
- }
95
- } else if (value_count > 4) {
96
- // too many, drop the remainder
97
-
98
- sanitizedClearValue = sanitizedClearValue.slice(0, 4);
99
-
100
- }
101
-
102
- this.clear_values[i] = sanitizedClearValue;
103
- }
104
-
105
- }
106
-
107
- this.#pipeline = create_full_quad_pipeline_descriptor({
108
- label: descriptor.label,
109
- fragment_code: descriptor.compile(),
110
- layout: descriptor.resources.generatePipelineLayout(GPUShaderStage.FRAGMENT),
111
- targets,
112
- depthStencil,
113
- });
114
- }
115
-
116
- // TODO simplify constructor
117
- /**
118
- * Utility constructor, matching general Shade API
119
- * @param {ShaderDescriptor} descriptor
120
- * @param {ColorTargetState[]} targets
121
- * @param {DepthStencilState} [depthStencil]
122
- * @returns {ImageShader}
123
- */
124
- static from({
125
- descriptor,
126
- targets,
127
- depthStencil,
128
- }) {
129
-
130
- return new ImageShader({
131
- descriptor,
132
- depthStencil,
133
- targets
134
- });
135
- }
136
-
137
- /**
138
- * Note the absence of depth target, image shader is a full-screen pass, so depth is not used.
139
- *
140
- * @param {ShadeGPUCommandContext} encoder
141
- * @param {Object} [bindings] data bindings. It's optional, but in 99.99% of use cases you will want to specify this.
142
- * @param {GPURenderPassColorAttachment[]} [colorAttachments] where to draw, these are fragment shader outputs.
143
- * @param {GPURenderPassDepthStencilAttachment} [depthStencilAttachment]
144
- * @param {GPUTextureFormat[]} [color_formats] optional, if specified will be used to rewrite the pipeline for compatibility
145
- * @param {number[]} [viewport] [x0, y0, width, height ]
146
- */
147
- draw({
148
- encoder,
149
- bindings = {},
150
- colorAttachments = [],
151
- depthStencilAttachment,
152
- color_formats,
153
- viewport
154
- }) {
155
-
156
- assert.defined(encoder, 'encoder');
157
-
158
- // TODO I hate the separate color_formats parameter. Make a wrapper around GPURenderPassColorAttachment instead, and have a pointer to the GPUTextureContext in there so we can access the texture format
159
-
160
- const shader_descriptor = this.#descriptor;
161
-
162
- if (VALIDATION_ENABLED) {
163
- shader_descriptor.validate_against_device(encoder.device);
164
- }
165
-
166
- const resolved_bindings = shader_descriptor.resources.generateBindings(bindings, encoder);
167
-
168
- encoder.pushDebugGroup(shader_descriptor.label);
169
-
170
- let pipeline = this.#pipeline;
171
-
172
- if (color_formats !== undefined) {
173
- // potentially rewrite the pipeline to be compatible with output formats
174
- // example: rgba8unorm -> rgba16float
175
- pipeline = rp_validate_and_rewrite_for_color_attachments(pipeline, color_formats);
176
- }
177
-
178
- const pass = encoder.constructRenderPass({
179
- pipeline,
180
- bindings: resolved_bindings,
181
- colorAttachments,
182
- depthStencilAttachment
183
- });
184
-
185
- if (viewport !== undefined) {
186
- const _x = viewport[0];
187
- const _y = viewport[1];
188
- const _width = viewport[2];
189
- const _height = viewport[3];
190
-
191
- assert.greaterThanOrEqual(_width, 0, 'viewport width must be positive');
192
- assert.greaterThanOrEqual(_height, 0, 'viewport width must be positive');
193
-
194
- assert.notNaN(_x, '_x');
195
- assert.notNaN(_y, '_y');
196
-
197
-
198
- pass.setViewport(
199
- _x,
200
- _y,
201
- _width,
202
- _height,
203
- 0,
204
- 1
205
- );
206
- }
207
-
208
- pass.draw(3);
209
-
210
- pass.end();
211
-
212
- encoder.popDebugGroup();
213
-
214
- }
1
+ import { assert } from "../../../core/assert.js";
2
+ import {
3
+ rp_validate_and_rewrite_for_color_attachments
4
+ } from "../../device/pipeline/rp_validate_and_rewrite_for_color_attachments.js";
5
+ import { create_full_quad_pipeline_descriptor } from "./fullscreen/create_full_quad_pipeline_descriptor.js";
6
+
7
+ const VALIDATION_ENABLED = true;
8
+
9
+ /**
10
+ * Full-screen render shader
11
+ */
12
+ export class ImageShader {
13
+ /**
14
+ * @type {ShaderDescriptor}
15
+ */
16
+ #descriptor
17
+
18
+ /**
19
+ *
20
+ * @returns {ShaderDescriptor}
21
+ */
22
+ get descriptor() {
23
+ return this.#descriptor;
24
+ }
25
+
26
+ /**
27
+ * Optional clear values for each target
28
+ * @type {number[][]}
29
+ */
30
+ clear_values = [];
31
+
32
+ /**
33
+ * @type {RenderPipelineDescriptor}
34
+ */
35
+ #pipeline;
36
+
37
+ /**
38
+ *
39
+ * @returns {RenderPipelineDescriptor}
40
+ */
41
+ get pipeline() {
42
+ return this.#pipeline
43
+ }
44
+
45
+ /**
46
+ *
47
+ * @returns {boolean}
48
+ */
49
+ get isImageShader() {
50
+ return true;
51
+ }
52
+
53
+ /**
54
+ *
55
+ * @param {ShaderDescriptor} descriptor
56
+ * @param {(ColorTargetState|{clearValue?:number[]})[]} [targets]
57
+ * @param {DepthStencilState} [depthStencil]
58
+ */
59
+ constructor({
60
+ descriptor,
61
+ targets = [],
62
+ depthStencil,
63
+ }) {
64
+
65
+ this.#descriptor = descriptor;
66
+
67
+ // process optional clearValue parameter
68
+ for (let i = 0; i < targets.length; i++) {
69
+ const target = targets[i];
70
+
71
+ const clearValue = target.clearValue;
72
+ if (clearValue !== undefined) {
73
+ assert.isArrayLike(clearValue, 'clearValue');
74
+
75
+ let sanitizedClearValue = clearValue;
76
+
77
+ // we need exactly 4 values according to spec
78
+
79
+ const value_count = sanitizedClearValue.length;
80
+
81
+ // TODO validate count against number of channels in the target
82
+
83
+ if (value_count === 4) {
84
+ // correct length
85
+
86
+ } else if (value_count < 4) {
87
+ // too few
88
+
89
+ sanitizedClearValue = sanitizedClearValue.slice();
90
+
91
+ for (let j = value_count; j < 4; j++) {
92
+ // pad with 0
93
+ sanitizedClearValue[j] = 0;
94
+ }
95
+ } else if (value_count > 4) {
96
+ // too many, drop the remainder
97
+
98
+ sanitizedClearValue = sanitizedClearValue.slice(0, 4);
99
+
100
+ }
101
+
102
+ this.clear_values[i] = sanitizedClearValue;
103
+ }
104
+
105
+ }
106
+
107
+ this.#pipeline = create_full_quad_pipeline_descriptor({
108
+ label: descriptor.label,
109
+ fragment_code: descriptor.source,
110
+ layout: descriptor.resources.generatePipelineLayout(GPUShaderStage.FRAGMENT),
111
+ targets,
112
+ depthStencil,
113
+ });
114
+ }
115
+
116
+ // TODO simplify constructor
117
+ /**
118
+ * Utility constructor, matching general Shade API
119
+ * @param {ShaderDescriptor} descriptor
120
+ * @param {ColorTargetState[]} targets
121
+ * @param {DepthStencilState} [depthStencil]
122
+ * @returns {ImageShader}
123
+ */
124
+ static from({
125
+ descriptor,
126
+ targets,
127
+ depthStencil,
128
+ }) {
129
+
130
+ return new ImageShader({
131
+ descriptor,
132
+ depthStencil,
133
+ targets
134
+ });
135
+ }
136
+
137
+ /**
138
+ * Note the absence of depth target, image shader is a full-screen pass, so depth is not used.
139
+ *
140
+ * @param {ShadeGPUCommandContext} encoder
141
+ * @param {Object} [bindings] data bindings. It's optional, but in 99.99% of use cases you will want to specify this.
142
+ * @param {GPURenderPassColorAttachment[]} [colorAttachments] where to draw, these are fragment shader outputs.
143
+ * @param {GPURenderPassDepthStencilAttachment} [depthStencilAttachment]
144
+ * @param {GPUTextureFormat[]} [color_formats] optional, if specified will be used to rewrite the pipeline for compatibility
145
+ * @param {number[]} [viewport] [x0, y0, width, height ]
146
+ */
147
+ draw({
148
+ encoder,
149
+ bindings = {},
150
+ colorAttachments = [],
151
+ depthStencilAttachment,
152
+ color_formats,
153
+ viewport
154
+ }) {
155
+
156
+ assert.defined(encoder, 'encoder');
157
+
158
+ // TODO I hate the separate color_formats parameter. Make a wrapper around GPURenderPassColorAttachment instead, and have a pointer to the GPUTextureContext in there so we can access the texture format
159
+
160
+ const shader_descriptor = this.#descriptor;
161
+
162
+ if (VALIDATION_ENABLED) {
163
+ shader_descriptor.validate_against_device(encoder.device);
164
+ }
165
+
166
+ const resolved_bindings = shader_descriptor.resources.generateBindings(bindings, encoder);
167
+
168
+ const immediate = encoder.writeImmediate(shader_descriptor.resources, bindings);
169
+
170
+ encoder.pushDebugGroup(shader_descriptor.label);
171
+
172
+ let pipeline = this.#pipeline;
173
+
174
+ if (color_formats !== undefined) {
175
+ // potentially rewrite the pipeline to be compatible with output formats
176
+ // example: rgba8unorm -> rgba16float
177
+ pipeline = rp_validate_and_rewrite_for_color_attachments(pipeline, color_formats);
178
+ }
179
+
180
+ const pass = encoder.constructRenderPass({
181
+ pipeline,
182
+ bindings: resolved_bindings,
183
+ colorAttachments,
184
+ depthStencilAttachment,
185
+ immediate
186
+ });
187
+
188
+ if (viewport !== undefined) {
189
+ const _x = viewport[0];
190
+ const _y = viewport[1];
191
+ const _width = viewport[2];
192
+ const _height = viewport[3];
193
+
194
+ assert.greaterThanOrEqual(_width, 0, 'viewport width must be positive');
195
+ assert.greaterThanOrEqual(_height, 0, 'viewport width must be positive');
196
+
197
+ assert.notNaN(_x, '_x');
198
+ assert.notNaN(_y, '_y');
199
+
200
+
201
+ pass.setViewport(
202
+ _x,
203
+ _y,
204
+ _width,
205
+ _height,
206
+ 0,
207
+ 1
208
+ );
209
+ }
210
+
211
+ pass.draw(3);
212
+
213
+ pass.end();
214
+
215
+ encoder.popDebugGroup();
216
+
217
+ }
215
218
  }
@@ -21,6 +21,11 @@ export class ShaderDescriptor {
21
21
  * @return {string|GPUFeatureName[]}
22
22
  */
23
23
  get features(): string | GPUFeatureName[];
24
+ /**
25
+ * @see compile
26
+ * @returns {string}
27
+ */
28
+ get source(): string;
24
29
  /**
25
30
  *
26
31
  * @return {string}
@@ -1 +1 @@
1
- {"version":3,"file":"ShaderDescriptor.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/shader/ShaderDescriptor.js"],"names":[],"mappings":"AAIA;IAiHI;;;;;OAKG;IACH,yCAJW,MAAM,oBAwBhB;IApID;;;OAGG;IACH,oBAEC;IAOD;;;OAGG;IACH,6CAEC;IAaD;;;OAGG;IACH,0CAEC;IAED;;;OAGG;IACH,WAFY,MAAM,CAyBjB;IAED;;;OAGG;IACH,iDAWC;IAED;;;;;OAKG;IACH,0CAHa,OAAO,CAenB;;CA6BJ;4CA9I2C,2CAA2C"}
1
+ {"version":3,"file":"ShaderDescriptor.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/shader/ShaderDescriptor.js"],"names":[],"mappings":"AAIA;IA+JI;;;;;OAKG;IACH,yCAJW,MAAM,oBAwBhB;IAlLD;;;OAGG;IACH,oBAEC;IAOD;;;OAGG;IACH,6CAEC;IAaD;;;OAGG;IACH,0CAEC;IAQD;;;OAGG;IACH,qBAQC;IAED;;;OAGG;IACH,WAFY,MAAM,CAiCjB;IAED;;;OAGG;IACH,iDA6BC;IAED;;;;;OAKG;IACH,0CAHa,OAAO,CAenB;;CA6BJ;4CA5L2C,2CAA2C"}
@@ -49,6 +49,26 @@ export class ShaderDescriptor {
49
49
  return this.#features;
50
50
  }
51
51
 
52
+ /**
53
+ *
54
+ * @type {string}
55
+ */
56
+ #source = undefined;
57
+
58
+ /**
59
+ * @see compile
60
+ * @returns {string}
61
+ */
62
+ get source() {
63
+
64
+ if (this.#source === undefined) {
65
+ this.#source = this.compile();
66
+ }
67
+
68
+ return this.#source;
69
+
70
+ }
71
+
52
72
  /**
53
73
  *
54
74
  * @return {string}
@@ -70,6 +90,14 @@ export class ShaderDescriptor {
70
90
  for (const extension of extensions) {
71
91
  result_parts.unshift(`enable ${extension};`);
72
92
  }
93
+
94
+ // Language extensions take `requires`, not `enable`, and are not GPUFeatureNames — so they
95
+ // are not folded into `#features`, which `validate_gpu_features` checks against
96
+ // `device.features`. Looking `immediate_address_space` up there would never find it.
97
+ for (const language_extension of compiled.language_extensions) {
98
+ result_parts.unshift(`requires ${language_extension};`);
99
+ }
100
+
73
101
  result_parts.push(compiled.text);
74
102
 
75
103
  this.#features = Object.freeze(extensions);
@@ -92,6 +120,24 @@ export class ShaderDescriptor {
92
120
  }
93
121
  }
94
122
 
123
+ {
124
+ // immediate data budget. Not a device floor — a browser without immediates still starts
125
+ // and still renders; it just cannot run *this* shader. Saying so by name beats the
126
+ // shader-creation error a device would otherwise raise, which names neither the shader
127
+ // nor the feature.
128
+ const required = this.resources.immediateSize;
129
+
130
+ if (required > 0) {
131
+ const limit = device.limits.maxImmediateSize ?? 0;
132
+
133
+ if (limit < required) {
134
+ throw new Error(
135
+ `Shader '${this.label}' needs ${required} bytes of immediate data and this device offers ${limit}. Immediate data is an optional capability — check immediate_data_supported() and pick a shader variant that uses a uniform buffer instead.`
136
+ );
137
+ }
138
+ }
139
+ }
140
+
95
141
  this.validate_gpu_features(device);
96
142
  }
97
143
 
@@ -0,0 +1,18 @@
1
+ /**
2
+ * The two sphere radii the atmosphere is bounded by, as f32.
3
+ *
4
+ * `PLANET_RADIUS` and `ATMOSPHERE_HEIGHT` carry no type suffix, so they are AbstractInt.
5
+ * That converts silently wherever it is used directly in an f32 expression, but binding one
6
+ * to an un-annotated `let` materialises it to i32 — which then neither mixes with f32 nor
7
+ * holds the square of a planetary radius, since 6478000^2 is four orders of magnitude past
8
+ * what an i32 can represent. Anything that needs a radius as a value rather than as a term
9
+ * takes it from here.
10
+ *
11
+ * The squares are what the ray/sphere quadratics actually want, and as module-scope consts
12
+ * they are folded once rather than recomputed per invocation.
13
+ *
14
+ * @type {CodeChunk}
15
+ */
16
+ export const ATMOSPHERE_RADII_DECLARATION: CodeChunk;
17
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
18
+ //# sourceMappingURL=ATMOSPHERE_RADII_DECLARATION.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ATMOSPHERE_RADII_DECLARATION.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/atmosphere/ATMOSPHERE_RADII_DECLARATION.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;GAcG;AACH,2CAFU,SAAS,CAcjB;0BA/BwB,6BAA6B"}
@@ -0,0 +1,32 @@
1
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
2
+ import { ATMOSPHERE_HEIGHT_DECLARATION } from "./ATMOSPHERE_HEIGHT_DECLARATION.js";
3
+ import { PLANET_RADIUS_DECLARATION } from "./PLANET_RADIUS_DECLARATION.js";
4
+
5
+ /**
6
+ * The two sphere radii the atmosphere is bounded by, as f32.
7
+ *
8
+ * `PLANET_RADIUS` and `ATMOSPHERE_HEIGHT` carry no type suffix, so they are AbstractInt.
9
+ * That converts silently wherever it is used directly in an f32 expression, but binding one
10
+ * to an un-annotated `let` materialises it to i32 — which then neither mixes with f32 nor
11
+ * holds the square of a planetary radius, since 6478000^2 is four orders of magnitude past
12
+ * what an i32 can represent. Anything that needs a radius as a value rather than as a term
13
+ * takes it from here.
14
+ *
15
+ * The squares are what the ray/sphere quadratics actually want, and as module-scope consts
16
+ * they are folded once rather than recomputed per invocation.
17
+ *
18
+ * @type {CodeChunk}
19
+ */
20
+ export const ATMOSPHERE_RADII_DECLARATION = CodeChunk.from(
21
+ //language=WGSL
22
+ `
23
+ const ATMOSPHERE_GROUND_RADIUS = f32(PLANET_RADIUS);
24
+ const ATMOSPHERE_TOP_RADIUS = f32(PLANET_RADIUS) + f32(ATMOSPHERE_HEIGHT);
25
+
26
+ const ATMOSPHERE_GROUND_RADIUS_SQUARED = ATMOSPHERE_GROUND_RADIUS * ATMOSPHERE_GROUND_RADIUS;
27
+ const ATMOSPHERE_TOP_RADIUS_SQUARED = ATMOSPHERE_TOP_RADIUS * ATMOSPHERE_TOP_RADIUS;
28
+ `, [
29
+ PLANET_RADIUS_DECLARATION,
30
+ ATMOSPHERE_HEIGHT_DECLARATION,
31
+ ]
32
+ );
@@ -1,3 +1,10 @@
1
+ /**
2
+ * The dependency is load-bearing rather than tidiness: without it the emitted module's
3
+ * ordering was whatever else happened to pull PLANET_RADIUS_DECLARATION in first, and a
4
+ * closure where nothing did put this line above the constant it reads.
5
+ *
6
+ * @type {CodeChunk}
7
+ */
1
8
  export const PLANET_CENTER_DECLARATION: CodeChunk;
2
9
  import { CodeChunk } from "../../compiler/CodeChunk.js";
3
10
  //# sourceMappingURL=PLANET_CENTER_DECLARATION.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"PLANET_CENTER_DECLARATION.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/atmosphere/PLANET_CENTER_DECLARATION.js"],"names":[],"mappings":"AAEA,kDAGE;0BALwB,6BAA6B"}
1
+ {"version":3,"file":"PLANET_CENTER_DECLARATION.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/atmosphere/PLANET_CENTER_DECLARATION.js"],"names":[],"mappings":"AAGA;;;;;;GAMG;AACH,wCAFU,SAAS,CAQjB;0BAhBwB,6BAA6B"}
@@ -1,6 +1,17 @@
1
- import { CodeChunk } from "../../compiler/CodeChunk.js";
2
-
3
- export const PLANET_CENTER_DECLARATION = CodeChunk.from(
4
- //language=WGSL
5
- `const PLANET_CENTER = vec3(0.0, -PLANET_RADIUS, 0.0);`
6
- );
1
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
2
+ import { PLANET_RADIUS_DECLARATION } from "./PLANET_RADIUS_DECLARATION.js";
3
+
4
+ /**
5
+ * The dependency is load-bearing rather than tidiness: without it the emitted module's
6
+ * ordering was whatever else happened to pull PLANET_RADIUS_DECLARATION in first, and a
7
+ * closure where nothing did put this line above the constant it reads.
8
+ *
9
+ * @type {CodeChunk}
10
+ */
11
+ export const PLANET_CENTER_DECLARATION = CodeChunk.from(
12
+ //language=WGSL
13
+ `const PLANET_CENTER = vec3(0.0, -PLANET_RADIUS, 0.0);`,
14
+ [
15
+ PLANET_RADIUS_DECLARATION
16
+ ]
17
+ );
@@ -0,0 +1,21 @@
1
+ /**
2
+ * How far a ray inside the atmosphere may be marched, and whether it ends on the surface.
3
+ *
4
+ * The ground and the atmosphere shell are concentric on the planet and the ray is shared, so
5
+ * one quadratic setup serves both intersections — only the radius term differs. Calling a
6
+ * general sphere-intersection routine twice instead recomputes the ray-origin offset and all
7
+ * three dot products for the second sphere, and re-derives a leading coefficient that is 1
8
+ * for a unit direction.
9
+ *
10
+ * `origin_rel` is relative to the planet centre and assumed to be inside the atmosphere and
11
+ * at or above the surface, which is what makes the shell's far root the exit point.
12
+ * `ray_direction` must be normalised.
13
+ *
14
+ * `ground_distance` is negative when the ray never meets the surface, which includes looking
15
+ * up from above it: both roots are behind the origin there.
16
+ *
17
+ * @type {CodeChunk}
18
+ */
19
+ export const chunk_atmosphere_ray_bounds: CodeChunk;
20
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
21
+ //# sourceMappingURL=chunk_atmosphere_ray_bounds.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_atmosphere_ray_bounds.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/atmosphere/chunk_atmosphere_ray_bounds.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;GAiBG;AACH,0CAFU,SAAS,CAiDjB;0BApEwB,6BAA6B"}