@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
@@ -0,0 +1,82 @@
1
+ /**
2
+ * Outlines highlighted entities under Shade.
3
+ *
4
+ * **An outline is a neighbourhood test on the visibility buffer**, which already says which mesh
5
+ * every pixel came from. The renderer this replaces drew each highlighted object a second time into
6
+ * an id target of its own, dilated the mask across two ping-ponged render targets, blurred it, and
7
+ * decoded ids back to colours — five render targets and a duplicated scene graph, for a picture this
8
+ * gets from a texture the frame was already writing.
9
+ *
10
+ * **Highlights no longer show through what stands in front of them (D27).** The old id pass cleared
11
+ * the depth buffer, so a unit behind a building was outlined in full; the visibility buffer knows
12
+ * only what was rasterized, so it is outlined where it can be seen and nowhere else. That is the
13
+ * accepted cost of not drawing the scene twice.
14
+ *
15
+ * The table is rebuilt every frame, and that is the cheaper arrangement rather than a concession:
16
+ * the game's highlights animate their colour and alpha continuously (0.2 s in, 0.7 s out), so
17
+ * nothing would be saved by watching for changes — and a `Color`'s change signal does not fire for
18
+ * alpha-only edits, which is exactly what this animation is.
19
+ */
20
+ export class HighlightSystem extends System<any> {
21
+ /**
22
+ * @param {GraphicsEngine} graphics
23
+ * @param {MeshSystem} meshes
24
+ */
25
+ constructor(graphics: GraphicsEngine, meshes: MeshSystem);
26
+ dependencies: (typeof SGMesh | typeof Highlight)[];
27
+ /**
28
+ * How wide the outline is drawn, in pixels.
29
+ *
30
+ * @type {number}
31
+ */
32
+ thickness: number;
33
+ /**
34
+ * What is highlighted. Read-only — highlights follow their entities.
35
+ *
36
+ * @returns {Array}
37
+ */
38
+ get highlights(): any[];
39
+ /**
40
+ * @returns {Uint32Array} the table the last update packed
41
+ */
42
+ get table(): Uint32Array;
43
+ /**
44
+ * @returns {number} rows of {@link table} in use
45
+ */
46
+ get table_size(): number;
47
+ startup(entityManager: any): Promise<void>;
48
+ shutdown(entityManager: any): Promise<void>;
49
+ /**
50
+ * @param {Highlight} highlight
51
+ * @param {SGMesh} mesh
52
+ * @param {number} entity
53
+ */
54
+ link(highlight: Highlight, mesh: SGMesh, entity: number): void;
55
+ /**
56
+ * @param {Highlight} highlight
57
+ * @param {SGMesh} mesh
58
+ * @param {number} entity
59
+ */
60
+ unlink(highlight: Highlight, mesh: SGMesh, entity: number): void;
61
+ /**
62
+ * @param {FrameContext} frame
63
+ */
64
+ record(frame: FrameContext): void;
65
+ #private;
66
+ }
67
+ /**
68
+ * The outline is drawn into the scene, so the fog of war conceals it along with what it outlines.
69
+ */
70
+ export class HighlightExtension extends RenderExtension {
71
+ /**
72
+ * @param {HighlightSystem} system
73
+ */
74
+ constructor(system: HighlightSystem);
75
+ record(frame: any): void;
76
+ #private;
77
+ }
78
+ import { System } from "../ecs/System.js";
79
+ import { SGMesh } from "../graphics/ecs/mesh-v2/aggregate/SGMesh.js";
80
+ import Highlight from "../graphics/ecs/highlight/Highlight.js";
81
+ import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
82
+ //# sourceMappingURL=HighlightSystem.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"HighlightSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/HighlightSystem.js"],"names":[],"mappings":"AAUA;;;;;;;;;;;;;;;;;;GAkBG;AACH;IA6EI;;;OAGG;IACH,0DAQC;IAxFD,mDAAmC;IA8CnC;;;;OAIG;IACH,WAFU,MAAM,CAEwB;IAExC;;;;OAIG;IACH,wBAEC;IAED;;OAEG;IACH,yBAEC;IAED;;OAEG;IACH,yBAEC;IAgBD,2CAIC;IAED,4CAYC;IAED;;;;OAIG;IACH,gBAJW,SAAS,QACT,MAAM,UACN,MAAM,QAOhB;IAED;;;;OAIG;IACH,kBAJW,SAAS,QACT,MAAM,UACN,MAAM,QAgBhB;IAmBD;;OAEG;IACH,kCAmBC;;CACJ;AAED;;GAEG;AACH;IAUI;;OAEG;IACH,oBAFW,eAAe,EAMzB;IAED,yBAEC;;CACJ;uBA7OsB,kBAAkB;uBAElB,6CAA6C;sBAD9C,wCAAwC;gCAF9B,mDAAmD"}
@@ -0,0 +1,241 @@
1
+ import { assert } from "../../core/assert.js";
2
+ import { FramePhase } from "../../shade/renderer/extension/FramePhase.js";
3
+ import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
4
+ import { System } from "../ecs/System.js";
5
+ import Highlight from "../graphics/ecs/highlight/Highlight.js";
6
+ import { SGMesh } from "../graphics/ecs/mesh-v2/aggregate/SGMesh.js";
7
+ import { GPUHighlightRenderer } from "./highlight/GPUHighlightRenderer.js";
8
+ import { HIGHLIGHT_OUTLINE_THICKNESS } from "./highlight/HIGHLIGHT_OUTLINE.js";
9
+ import { pack_highlight_table } from "./highlight/pack_highlight_table.js";
10
+
11
+ /**
12
+ * Outlines highlighted entities under Shade.
13
+ *
14
+ * **An outline is a neighbourhood test on the visibility buffer**, which already says which mesh
15
+ * every pixel came from. The renderer this replaces drew each highlighted object a second time into
16
+ * an id target of its own, dilated the mask across two ping-ponged render targets, blurred it, and
17
+ * decoded ids back to colours — five render targets and a duplicated scene graph, for a picture this
18
+ * gets from a texture the frame was already writing.
19
+ *
20
+ * **Highlights no longer show through what stands in front of them (D27).** The old id pass cleared
21
+ * the depth buffer, so a unit behind a building was outlined in full; the visibility buffer knows
22
+ * only what was rasterized, so it is outlined where it can be seen and nowhere else. That is the
23
+ * accepted cost of not drawing the scene twice.
24
+ *
25
+ * The table is rebuilt every frame, and that is the cheaper arrangement rather than a concession:
26
+ * the game's highlights animate their colour and alpha continuously (0.2 s in, 0.7 s out), so
27
+ * nothing would be saved by watching for changes — and a `Color`'s change signal does not fire for
28
+ * alpha-only edits, which is exactly what this animation is.
29
+ */
30
+ export class HighlightSystem extends System {
31
+ dependencies = [Highlight, SGMesh];
32
+
33
+ /**
34
+ * @type {GraphicsEngine}
35
+ */
36
+ #graphics;
37
+
38
+ /**
39
+ * @type {MeshSystem}
40
+ */
41
+ #meshes;
42
+
43
+ /**
44
+ * @type {GPUHighlightRenderer}
45
+ */
46
+ #renderer = new GPUHighlightRenderer();
47
+
48
+ /**
49
+ * Highlighted entities, in link order.
50
+ *
51
+ * @type {Array<{entity: number, highlight: Highlight}>}
52
+ */
53
+ #entries = [];
54
+
55
+ /**
56
+ * @type {Map<number, object>}
57
+ */
58
+ #by_entity = new Map();
59
+
60
+ /**
61
+ * One packed rgba8 colour per mesh row, indexed by the row the visibility buffer writes.
62
+ *
63
+ * @type {Uint32Array}
64
+ */
65
+ #table = new Uint32Array(0);
66
+
67
+ /**
68
+ * @type {number}
69
+ */
70
+ #table_size = 0;
71
+
72
+ /**
73
+ * @type {RenderExtension|null}
74
+ */
75
+ #extension = null;
76
+
77
+ /**
78
+ * How wide the outline is drawn, in pixels.
79
+ *
80
+ * @type {number}
81
+ */
82
+ thickness = HIGHLIGHT_OUTLINE_THICKNESS;
83
+
84
+ /**
85
+ * What is highlighted. Read-only — highlights follow their entities.
86
+ *
87
+ * @returns {Array}
88
+ */
89
+ get highlights() {
90
+ return this.#entries;
91
+ }
92
+
93
+ /**
94
+ * @returns {Uint32Array} the table the last update packed
95
+ */
96
+ get table() {
97
+ return this.#table;
98
+ }
99
+
100
+ /**
101
+ * @returns {number} rows of {@link table} in use
102
+ */
103
+ get table_size() {
104
+ return this.#table_size;
105
+ }
106
+
107
+ /**
108
+ * @param {GraphicsEngine} graphics
109
+ * @param {MeshSystem} meshes
110
+ */
111
+ constructor(graphics, meshes) {
112
+ super();
113
+
114
+ assert.defined(graphics, 'graphics');
115
+ assert.defined(meshes, 'meshes');
116
+
117
+ this.#graphics = graphics;
118
+ this.#meshes = meshes;
119
+ }
120
+
121
+ async startup(entityManager) {
122
+ this.entityManager = entityManager;
123
+
124
+ this.#extension = this.#graphics.add_extension(new HighlightExtension(this));
125
+ }
126
+
127
+ async shutdown(entityManager) {
128
+ if (this.#extension !== null) {
129
+ this.#graphics.remove_extension(this.#extension);
130
+
131
+ this.#extension = null;
132
+ }
133
+
134
+ this.#renderer.destroy();
135
+
136
+ this.#entries.length = 0;
137
+ this.#by_entity.clear();
138
+ this.#table_size = 0;
139
+ }
140
+
141
+ /**
142
+ * @param {Highlight} highlight
143
+ * @param {SGMesh} mesh
144
+ * @param {number} entity
145
+ */
146
+ link(highlight, mesh, entity) {
147
+ const entry = { entity, highlight };
148
+
149
+ this.#entries.push(entry);
150
+ this.#by_entity.set(entity, entry);
151
+ }
152
+
153
+ /**
154
+ * @param {Highlight} highlight
155
+ * @param {SGMesh} mesh
156
+ * @param {number} entity
157
+ */
158
+ unlink(highlight, mesh, entity) {
159
+ const entry = this.#by_entity.get(entity);
160
+
161
+ if (entry === undefined) {
162
+ return;
163
+ }
164
+
165
+ const index = this.#entries.indexOf(entry);
166
+
167
+ if (index !== -1) {
168
+ this.#entries.splice(index, 1);
169
+ }
170
+
171
+ this.#by_entity.delete(entity);
172
+ }
173
+
174
+ /**
175
+ * Pack this frame's table. See {@link pack_highlight_table} for why it is every frame.
176
+ *
177
+ * @param {GPUSceneContext} scene
178
+ */
179
+ #pack(scene) {
180
+ const packed = pack_highlight_table({
181
+ entries: this.#entries,
182
+ meshes: this.#meshes,
183
+ scene,
184
+ table: this.#table
185
+ });
186
+
187
+ this.#table = packed.table;
188
+ this.#table_size = packed.size;
189
+ }
190
+
191
+ /**
192
+ * @param {FrameContext} frame
193
+ */
194
+ record(frame) {
195
+ if (this.#entries.length === 0) {
196
+ // nothing highlighted, so the frame keeps the colour it had and pays nothing
197
+ return;
198
+ }
199
+
200
+ this.#pack(frame.view.scene);
201
+
202
+ if (this.#table_size === 0) {
203
+ // highlighted entities whose models are not in the scene yet
204
+ return;
205
+ }
206
+
207
+ this.#renderer.graph_draw({
208
+ frame,
209
+ table: this.#table,
210
+ table_size: this.#table_size,
211
+ thickness: this.thickness
212
+ });
213
+ }
214
+ }
215
+
216
+ /**
217
+ * The outline is drawn into the scene, so the fog of war conceals it along with what it outlines.
218
+ */
219
+ export class HighlightExtension extends RenderExtension {
220
+ name = "highlight";
221
+
222
+ phase = FramePhase.AfterTransparency;
223
+
224
+ /**
225
+ * @type {HighlightSystem}
226
+ */
227
+ #system;
228
+
229
+ /**
230
+ * @param {HighlightSystem} system
231
+ */
232
+ constructor(system) {
233
+ super();
234
+
235
+ this.#system = system;
236
+ }
237
+
238
+ record(frame) {
239
+ this.#system.record(frame);
240
+ }
241
+ }
@@ -1,82 +1,10 @@
1
1
  /**
2
- * Outlines highlighted entities under Shade.
2
+ * @deprecated Renamed to {@link HighlightSystem}. The trailing `3` marked the 2.x → 3.x renderer transition;
3
+ * the 2.x name it disambiguated against is gone, so the suffix no longer distinguishes anything.
3
4
  *
4
- * **An outline is a neighbourhood test on the visibility buffer**, which already says which mesh
5
- * every pixel came from. The renderer this replaces drew each highlighted object a second time into
6
- * an id target of its own, dilated the mask across two ping-ponged render targets, blurred it, and
7
- * decoded ids back to colours — five render targets and a duplicated scene graph, for a picture this
8
- * gets from a texture the frame was already writing.
9
- *
10
- * **Highlights no longer show through what stands in front of them (D27).** The old id pass cleared
11
- * the depth buffer, so a unit behind a building was outlined in full; the visibility buffer knows
12
- * only what was rasterized, so it is outlined where it can be seen and nowhere else. That is the
13
- * accepted cost of not drawing the scene twice.
14
- *
15
- * The table is rebuilt every frame, and that is the cheaper arrangement rather than a concession:
16
- * the game's highlights animate their colour and alpha continuously (0.2 s in, 0.7 s out), so
17
- * nothing would be saved by watching for changes — and a `Color`'s change signal does not fire for
18
- * alpha-only edits, which is exactly what this animation is.
19
- */
20
- export class HighlightSystem3 extends System<any> {
21
- /**
22
- * @param {GraphicsEngine3} graphics
23
- * @param {MeshSystem3} meshes
24
- */
25
- constructor(graphics: GraphicsEngine3, meshes: MeshSystem3);
26
- dependencies: (typeof SGMesh | typeof Highlight)[];
27
- /**
28
- * How wide the outline is drawn, in pixels.
29
- *
30
- * @type {number}
31
- */
32
- thickness: number;
33
- /**
34
- * What is highlighted. Read-only — highlights follow their entities.
35
- *
36
- * @returns {Array}
37
- */
38
- get highlights(): any[];
39
- /**
40
- * @returns {Uint32Array} the table the last update packed
41
- */
42
- get table(): Uint32Array;
43
- /**
44
- * @returns {number} rows of {@link table} in use
45
- */
46
- get table_size(): number;
47
- startup(entityManager: any): Promise<void>;
48
- shutdown(entityManager: any): Promise<void>;
49
- /**
50
- * @param {Highlight} highlight
51
- * @param {SGMesh} mesh
52
- * @param {number} entity
53
- */
54
- link(highlight: Highlight, mesh: SGMesh, entity: number): void;
55
- /**
56
- * @param {Highlight} highlight
57
- * @param {SGMesh} mesh
58
- * @param {number} entity
59
- */
60
- unlink(highlight: Highlight, mesh: SGMesh, entity: number): void;
61
- /**
62
- * @param {FrameContext} frame
63
- */
64
- record(frame: FrameContext): void;
65
- #private;
66
- }
67
- /**
68
- * The outline is drawn into the scene, so the fog of war conceals it along with what it outlines.
5
+ * Kept as a re-export rather than removed: this is a library, and an import path is as much a
6
+ * published interface as a class name.
69
7
  */
70
- export class HighlightExtension extends RenderExtension {
71
- /**
72
- * @param {HighlightSystem3} system
73
- */
74
- constructor(system: HighlightSystem3);
75
- record(frame: any): void;
76
- #private;
77
- }
78
- import { System } from "../ecs/System.js";
79
- import { SGMesh } from "../graphics/ecs/mesh-v2/aggregate/SGMesh.js";
80
- import Highlight from "../graphics/ecs/highlight/Highlight.js";
81
- import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
8
+ export const HighlightSystem3: typeof HighlightSystem;
9
+ import { HighlightSystem } from "./HighlightSystem.js";
82
10
  //# sourceMappingURL=HighlightSystem3.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"HighlightSystem3.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/HighlightSystem3.js"],"names":[],"mappings":"AAUA;;;;;;;;;;;;;;;;;;GAkBG;AACH;IA6EI;;;OAGG;IACH,4DAQC;IAxFD,mDAAmC;IA8CnC;;;;OAIG;IACH,WAFU,MAAM,CAEwB;IAExC;;;;OAIG;IACH,wBAEC;IAED;;OAEG;IACH,yBAEC;IAED;;OAEG;IACH,yBAEC;IAgBD,2CAIC;IAED,4CAYC;IAED;;;;OAIG;IACH,gBAJW,SAAS,QACT,MAAM,UACN,MAAM,QAOhB;IAED;;;;OAIG;IACH,kBAJW,SAAS,QACT,MAAM,UACN,MAAM,QAgBhB;IAmBD;;OAEG;IACH,kCAmBC;;CACJ;AAED;;GAEG;AACH;IAUI;;OAEG;IACH,oBAFW,gBAAgB,EAM1B;IAED,yBAEC;;CACJ;uBA7OsB,kBAAkB;uBAElB,6CAA6C;sBAD9C,wCAAwC;gCAF9B,mDAAmD"}
1
+ {"version":3,"file":"HighlightSystem3.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/HighlightSystem3.js"],"names":[],"mappings":"AAEA;;;;;;GAMG;AACH,sDAAgD;gCAThB,sBAAsB"}
@@ -1,241 +1,10 @@
1
- import { assert } from "../../core/assert.js";
2
- import { FramePhase } from "../../shade/renderer/extension/FramePhase.js";
3
- import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
4
- import { System } from "../ecs/System.js";
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- import Highlight from "../graphics/ecs/highlight/Highlight.js";
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- import { SGMesh } from "../graphics/ecs/mesh-v2/aggregate/SGMesh.js";
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- import { GPUHighlightRenderer } from "./highlight/GPUHighlightRenderer.js";
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- import { HIGHLIGHT_OUTLINE_THICKNESS } from "./highlight/HIGHLIGHT_OUTLINE.js";
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- import { pack_highlight_table } from "./highlight/pack_highlight_table.js";
1
+ import { HighlightSystem } from "./HighlightSystem.js";
10
2
 
11
3
  /**
12
- * Outlines highlighted entities under Shade.
4
+ * @deprecated Renamed to {@link HighlightSystem}. The trailing `3` marked the 2.x → 3.x renderer transition;
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+ * the 2.x name it disambiguated against is gone, so the suffix no longer distinguishes anything.
13
6
  *
14
- * **An outline is a neighbourhood test on the visibility buffer**, which already says which mesh
15
- * every pixel came from. The renderer this replaces drew each highlighted object a second time into
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- * an id target of its own, dilated the mask across two ping-ponged render targets, blurred it, and
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- * decoded ids back to colours — five render targets and a duplicated scene graph, for a picture this
18
- * gets from a texture the frame was already writing.
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- *
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- * **Highlights no longer show through what stands in front of them (D27).** The old id pass cleared
21
- * the depth buffer, so a unit behind a building was outlined in full; the visibility buffer knows
22
- * only what was rasterized, so it is outlined where it can be seen and nowhere else. That is the
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- * accepted cost of not drawing the scene twice.
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- *
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- * The table is rebuilt every frame, and that is the cheaper arrangement rather than a concession:
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- * the game's highlights animate their colour and alpha continuously (0.2 s in, 0.7 s out), so
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- * nothing would be saved by watching for changes — and a `Color`'s change signal does not fire for
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- * alpha-only edits, which is exactly what this animation is.
29
- */
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- export class HighlightSystem3 extends System {
31
- dependencies = [Highlight, SGMesh];
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-
33
- /**
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- * @type {GraphicsEngine3}
35
- */
36
- #graphics;
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-
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- /**
39
- * @type {MeshSystem3}
40
- */
41
- #meshes;
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-
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- /**
44
- * @type {GPUHighlightRenderer}
45
- */
46
- #renderer = new GPUHighlightRenderer();
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-
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- /**
49
- * Highlighted entities, in link order.
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- *
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- * @type {Array<{entity: number, highlight: Highlight}>}
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- */
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- #entries = [];
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-
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- /**
56
- * @type {Map<number, object>}
57
- */
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- #by_entity = new Map();
59
-
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- /**
61
- * One packed rgba8 colour per mesh row, indexed by the row the visibility buffer writes.
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- *
63
- * @type {Uint32Array}
64
- */
65
- #table = new Uint32Array(0);
66
-
67
- /**
68
- * @type {number}
69
- */
70
- #table_size = 0;
71
-
72
- /**
73
- * @type {RenderExtension|null}
74
- */
75
- #extension = null;
76
-
77
- /**
78
- * How wide the outline is drawn, in pixels.
79
- *
80
- * @type {number}
81
- */
82
- thickness = HIGHLIGHT_OUTLINE_THICKNESS;
83
-
84
- /**
85
- * What is highlighted. Read-only — highlights follow their entities.
86
- *
87
- * @returns {Array}
88
- */
89
- get highlights() {
90
- return this.#entries;
91
- }
92
-
93
- /**
94
- * @returns {Uint32Array} the table the last update packed
95
- */
96
- get table() {
97
- return this.#table;
98
- }
99
-
100
- /**
101
- * @returns {number} rows of {@link table} in use
102
- */
103
- get table_size() {
104
- return this.#table_size;
105
- }
106
-
107
- /**
108
- * @param {GraphicsEngine3} graphics
109
- * @param {MeshSystem3} meshes
110
- */
111
- constructor(graphics, meshes) {
112
- super();
113
-
114
- assert.defined(graphics, 'graphics');
115
- assert.defined(meshes, 'meshes');
116
-
117
- this.#graphics = graphics;
118
- this.#meshes = meshes;
119
- }
120
-
121
- async startup(entityManager) {
122
- this.entityManager = entityManager;
123
-
124
- this.#extension = this.#graphics.add_extension(new HighlightExtension(this));
125
- }
126
-
127
- async shutdown(entityManager) {
128
- if (this.#extension !== null) {
129
- this.#graphics.remove_extension(this.#extension);
130
-
131
- this.#extension = null;
132
- }
133
-
134
- this.#renderer.destroy();
135
-
136
- this.#entries.length = 0;
137
- this.#by_entity.clear();
138
- this.#table_size = 0;
139
- }
140
-
141
- /**
142
- * @param {Highlight} highlight
143
- * @param {SGMesh} mesh
144
- * @param {number} entity
145
- */
146
- link(highlight, mesh, entity) {
147
- const entry = { entity, highlight };
148
-
149
- this.#entries.push(entry);
150
- this.#by_entity.set(entity, entry);
151
- }
152
-
153
- /**
154
- * @param {Highlight} highlight
155
- * @param {SGMesh} mesh
156
- * @param {number} entity
157
- */
158
- unlink(highlight, mesh, entity) {
159
- const entry = this.#by_entity.get(entity);
160
-
161
- if (entry === undefined) {
162
- return;
163
- }
164
-
165
- const index = this.#entries.indexOf(entry);
166
-
167
- if (index !== -1) {
168
- this.#entries.splice(index, 1);
169
- }
170
-
171
- this.#by_entity.delete(entity);
172
- }
173
-
174
- /**
175
- * Pack this frame's table. See {@link pack_highlight_table} for why it is every frame.
176
- *
177
- * @param {GPUSceneContext} scene
178
- */
179
- #pack(scene) {
180
- const packed = pack_highlight_table({
181
- entries: this.#entries,
182
- meshes: this.#meshes,
183
- scene,
184
- table: this.#table
185
- });
186
-
187
- this.#table = packed.table;
188
- this.#table_size = packed.size;
189
- }
190
-
191
- /**
192
- * @param {FrameContext} frame
193
- */
194
- record(frame) {
195
- if (this.#entries.length === 0) {
196
- // nothing highlighted, so the frame keeps the colour it had and pays nothing
197
- return;
198
- }
199
-
200
- this.#pack(frame.view.scene);
201
-
202
- if (this.#table_size === 0) {
203
- // highlighted entities whose models are not in the scene yet
204
- return;
205
- }
206
-
207
- this.#renderer.graph_draw({
208
- frame,
209
- table: this.#table,
210
- table_size: this.#table_size,
211
- thickness: this.thickness
212
- });
213
- }
214
- }
215
-
216
- /**
217
- * The outline is drawn into the scene, so the fog of war conceals it along with what it outlines.
7
+ * Kept as a re-export rather than removed: this is a library, and an import path is as much a
8
+ * published interface as a class name.
218
9
  */
219
- export class HighlightExtension extends RenderExtension {
220
- name = "highlight";
221
-
222
- phase = FramePhase.AfterTransparency;
223
-
224
- /**
225
- * @type {HighlightSystem3}
226
- */
227
- #system;
228
-
229
- /**
230
- * @param {HighlightSystem3} system
231
- */
232
- constructor(system) {
233
- super();
234
-
235
- this.#system = system;
236
- }
237
-
238
- record(frame) {
239
- this.#system.record(frame);
240
- }
241
- }
10
+ export const HighlightSystem3 = HighlightSystem;