@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
@@ -1,84 +1,84 @@
1
- /**
2
- * One entry of an {@link Animation} component's clip list, while it is being played.
3
- *
4
- * The `Animation` component says *what* to play — a name, a repeat count, a weight, a time scale —
5
- * and holds no clock of its own, because it is data that a level authors and a save round-trips.
6
- * This is the running half: where that clip is, how strongly it is contributing, and whether it has
7
- * run out. {@link AnimationSystem3} owns one per clip in the list and hands them out, because the
8
- * pose a gameplay query has to answer from is exactly this (I-4) — never a readback.
9
- */
10
- export class ClipPlayback {
11
- /**
12
- * The list entry being played. Its `weight`, `timeScale` and `repeatCount` are read every
13
- * frame, so changing one takes effect without removing and re-adding the clip.
14
- *
15
- * @type {AnimationClip}
16
- */
17
- clip = null;
18
-
19
- /**
20
- * Which of the model instance's clips this is, by index — the same order the animation
21
- * manager's registration uses, which is what makes it the lookup for both.
22
- *
23
- * @type {number}
24
- */
25
- slot = -1;
26
-
27
- /**
28
- * Seconds the clip runs for, taken from the model when the playback was created rather than
29
- * read per frame: `ShadeAnimationClip.duration` walks every channel and every curve.
30
- *
31
- * @type {number}
32
- */
33
- duration = 0;
34
-
35
- /**
36
- * Time played since the clip was added to the list, scaled by {@link clip}'s time scale and
37
- * **not** folded into the clip's own span — this is what says how many repeats have gone by.
38
- *
39
- * @type {number}
40
- */
41
- elapsed = 0;
42
-
43
- /**
44
- * Where the clip is playing, in seconds from its own start: wrapped while it is repeating and
45
- * held at the end once it has run out. Directly what the renderer's clip record wants.
46
- *
47
- * @type {number}
48
- */
49
- time = 0;
50
-
51
- /**
52
- * The share of the pose this clip is contributing, normalized across every clip in the list —
53
- * see {@link AnimationSystem3}.
54
- *
55
- * @type {number}
56
- */
57
- weight = 0;
58
-
59
- /**
60
- * Whether the clip has played out its repeat count. A looping clip never does.
61
- *
62
- * The clip goes on contributing afterwards, holding its last frame; what this marks is the
63
- * moment `animation-event-clip-ended` was fired for it.
64
- *
65
- * @type {boolean}
66
- */
67
- finished = false;
68
-
69
- /**
70
- * @param {AnimationClip} clip
71
- * @param {number} slot
72
- * @param {number} duration
73
- * @returns {ClipPlayback}
74
- */
75
- static from(clip, slot, duration) {
76
- const r = new ClipPlayback();
77
-
78
- r.clip = clip;
79
- r.slot = slot;
80
- r.duration = duration;
81
-
82
- return r;
83
- }
84
- }
1
+ /**
2
+ * One entry of an {@link Animation} component's clip list, while it is being played.
3
+ *
4
+ * The `Animation` component says *what* to play — a name, a repeat count, a weight, a time scale —
5
+ * and holds no clock of its own, because it is data that a level authors and a save round-trips.
6
+ * This is the running half: where that clip is, how strongly it is contributing, and whether it has
7
+ * run out. {@link AnimationSystem} owns one per clip in the list and hands them out, because the
8
+ * pose a gameplay query has to answer from is exactly this (I-4) — never a readback.
9
+ */
10
+ export class ClipPlayback {
11
+ /**
12
+ * The list entry being played. Its `weight`, `timeScale` and `repeatCount` are read every
13
+ * frame, so changing one takes effect without removing and re-adding the clip.
14
+ *
15
+ * @type {AnimationClip}
16
+ */
17
+ clip = null;
18
+
19
+ /**
20
+ * Which of the model instance's clips this is, by index — the same order the animation
21
+ * manager's registration uses, which is what makes it the lookup for both.
22
+ *
23
+ * @type {number}
24
+ */
25
+ slot = -1;
26
+
27
+ /**
28
+ * Seconds the clip runs for, taken from the model when the playback was created rather than
29
+ * read per frame: `ShadeAnimationClip.duration` walks every channel and every curve.
30
+ *
31
+ * @type {number}
32
+ */
33
+ duration = 0;
34
+
35
+ /**
36
+ * Time played since the clip was added to the list, scaled by {@link clip}'s time scale and
37
+ * **not** folded into the clip's own span — this is what says how many repeats have gone by.
38
+ *
39
+ * @type {number}
40
+ */
41
+ elapsed = 0;
42
+
43
+ /**
44
+ * Where the clip is playing, in seconds from its own start: wrapped while it is repeating and
45
+ * held at the end once it has run out. Directly what the renderer's clip record wants.
46
+ *
47
+ * @type {number}
48
+ */
49
+ time = 0;
50
+
51
+ /**
52
+ * The share of the pose this clip is contributing, normalized across every clip in the list —
53
+ * see {@link AnimationSystem}.
54
+ *
55
+ * @type {number}
56
+ */
57
+ weight = 0;
58
+
59
+ /**
60
+ * Whether the clip has played out its repeat count. A looping clip never does.
61
+ *
62
+ * The clip goes on contributing afterwards, holding its last frame; what this marks is the
63
+ * moment `animation-event-clip-ended` was fired for it.
64
+ *
65
+ * @type {boolean}
66
+ */
67
+ finished = false;
68
+
69
+ /**
70
+ * @param {AnimationClip} clip
71
+ * @param {number} slot
72
+ * @param {number} duration
73
+ * @returns {ClipPlayback}
74
+ */
75
+ static from(clip, slot, duration) {
76
+ const r = new ClipPlayback();
77
+
78
+ r.clip = clip;
79
+ r.slot = slot;
80
+ r.duration = duration;
81
+
82
+ return r;
83
+ }
84
+ }
@@ -1 +1 @@
1
- {"version":3,"file":"graph_build_decal_clusters.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/decal/graph_build_decal_clusters.js"],"names":[],"mappings":"AAiGA;;;;;;;;;;;;;;;GAeG;AACH;YAFsB,MAAM;UAAQ,MAAM;gBAAc,MAAM;EAoG7D"}
1
+ {"version":3,"file":"graph_build_decal_clusters.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/decal/graph_build_decal_clusters.js"],"names":[],"mappings":"AA+FA;;;;;;;;;;;;;;;GAeG;AACH;YAFsB,MAAM;UAAQ,MAAM;gBAAc,MAAM;EAoG7D"}
@@ -16,12 +16,10 @@ import {
16
16
  } from "./DECAL_CLUSTER.js";
17
17
  import {
18
18
  DECAL_CLUSTER_ASSIGNMENT_SETTINGS,
19
- DECAL_CLUSTER_WORKGROUP_SIZE,
20
19
  shader_cluster_assign_decals
21
20
  } from "./shader_cluster_assign_decals.js";
22
21
  import {
23
22
  DECAL_CULL_SETTINGS,
24
- SHADER_CULL_DECALS_WORKGROUP_SIZE,
25
23
  shader_cull_decals_frustum
26
24
  } from "./shader_cull_decals_frustum.js";
27
25
 
@@ -75,7 +73,7 @@ function graph_cull_decals({ graph, camera, decals, decal_count }) {
75
73
  const output = resources.get(data.output);
76
74
  const settings = resources.get(data.settings);
77
75
 
78
- shader_cull_decals_frustum.dispatch({
76
+ shader_cull_decals_frustum.dispatchThreads({
79
77
  encoder: context.encoder,
80
78
  bindings: {
81
79
  camera: camera.buffer,
@@ -83,7 +81,7 @@ function graph_cull_decals({ graph, camera, decals, decal_count }) {
83
81
  decal_data: decals.buffer,
84
82
  output,
85
83
  },
86
- group_count_x: Math.ceil(decal_count / SHADER_CULL_DECALS_WORKGROUP_SIZE),
84
+ thread_count_x: decal_count,
87
85
  });
88
86
  }
89
87
 
@@ -170,12 +168,12 @@ export function graph_build_decal_clusters({ graph, camera, decals, decal_count,
170
168
  const cluster_data = resources.get(data.cluster_data);
171
169
  const settings = resources.get(data.settings);
172
170
 
173
- shader_cluster_assign_decals.dispatch({
171
+ shader_cluster_assign_decals.dispatchThreads({
174
172
  encoder: context.encoder,
175
173
 
176
- group_count_x: Math.ceil(cluster_count_x / DECAL_CLUSTER_WORKGROUP_SIZE[0]),
177
- group_count_y: Math.ceil(cluster_count_y / DECAL_CLUSTER_WORKGROUP_SIZE[1]),
178
- group_count_z: Math.ceil(DECAL_CLUSTER_RESOLUTION_Z / DECAL_CLUSTER_WORKGROUP_SIZE[2]),
174
+ thread_count_x: cluster_count_x,
175
+ thread_count_y: cluster_count_y,
176
+ thread_count_z: DECAL_CLUSTER_RESOLUTION_Z,
179
177
 
180
178
  bindings: {
181
179
  camera: camera.buffer,
@@ -1,12 +1,5 @@
1
1
  export const DECAL_CLUSTER_ASSIGNMENT_SETTINGS: WebGPUStruct;
2
2
  export const DECAL_CLUSTER_LOOKUP_STRUCT: WebGPUArray;
3
- /**
4
- * Matching the light assignment's own reasoning: this shader uses a great many registers, and larger
5
- * workgroups mostly fail to get an allocation and sit idle.
6
- *
7
- * @type {number[]}
8
- */
9
- export const DECAL_CLUSTER_WORKGROUP_SIZE: number[];
10
3
  /**
11
4
  * Which decals cover which froxel.
12
5
  *
@@ -1 +1 @@
1
- {"version":3,"file":"shader_cluster_assign_decals.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/decal/shader_cluster_assign_decals.js"],"names":[],"mappings":"AAuCA,6DAMG;AAiBH,sDAAoF;AAMpF;;;;;GAKG;AACH,2CAFU,MAAM,EAAE,CAEoC;AAuHtD;;;;;;;;GAQG;AACH,2CAFU,aAAa,CAMpB;6BAjL0B,qDAAqD;4BADtD,oDAAoD;8BALlD,iDAAiD"}
1
+ {"version":3,"file":"shader_cluster_assign_decals.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/decal/shader_cluster_assign_decals.js"],"names":[],"mappings":"AAuCA,6DAMG;AAiBH,sDAAoF;AAmIpF;;;;;;;;GAQG;AACH,2CAFU,aAAa,CAMpB;6BAjL0B,qDAAqD;4BADtD,oDAAoD;8BALlD,iDAAiD"}
@@ -72,7 +72,7 @@ resources.createGroup({ label: "output" })
72
72
  *
73
73
  * @type {number[]}
74
74
  */
75
- export const DECAL_CLUSTER_WORKGROUP_SIZE = [4, 4, 4];
75
+ const DECAL_CLUSTER_WORKGROUP_SIZE = [4, 4, 4];
76
76
 
77
77
  const body = CodeChunk.from(
78
78
  //language=WGSL
@@ -1,7 +1,3 @@
1
- /**
2
- * @type {number}
3
- */
4
- export const SHADER_CULL_DECALS_WORKGROUP_SIZE: number;
5
1
  /**
6
2
  * Which decals are worth binning into froxels at all.
7
3
  *
@@ -1 +1 @@
1
- {"version":3,"file":"shader_cull_decals_frustum.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/decal/shader_cull_decals_frustum.js"],"names":[],"mappings":"AAeA;;GAEG;AACH,gDAFU,MAAM,CAEmE;AAuEnF;;;;;;;;GAQG;AACH,yCAFU,aAAa,CAMpB;AAEH;;GAEG;AACH,kCAFU,YAAY,CAE6B;8BAtGrB,iDAAiD;6BAMlD,qDAAqD"}
1
+ {"version":3,"file":"shader_cull_decals_frustum.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/decal/shader_cull_decals_frustum.js"],"names":[],"mappings":"AAyFA;;;;;;;;GAQG;AACH,yCAFU,aAAa,CAMpB;AAEH;;GAEG;AACH,kCAFU,YAAY,CAE6B;8BAtGrB,iDAAiD;6BAMlD,qDAAqD"}
@@ -16,7 +16,7 @@ import { DECAL_RECORD_OFFSET_TRANSFORM, DECAL_RECORD_WORD_COUNT } from "./DECAL_
16
16
  /**
17
17
  * @type {number}
18
18
  */
19
- export const SHADER_CULL_DECALS_WORKGROUP_SIZE = COMPUTE_SHADER_DEFAULT_GROUP_SIZE;
19
+ const SHADER_CULL_DECALS_WORKGROUP_SIZE = COMPUTE_SHADER_DEFAULT_GROUP_SIZE;
20
20
 
21
21
  const OUTPUT_STRUCT = WebGPUStruct.from({
22
22
  offset: atomic_u32,
@@ -13,7 +13,7 @@
13
13
  *
14
14
  * @param {object} args
15
15
  * @param {Array<{entity: number, highlight: Highlight}>} args.entries
16
- * @param {MeshSystem3} args.meshes resolves an entity to the nodes it has in the scene
16
+ * @param {MeshSystem} args.meshes resolves an entity to the nodes it has in the scene
17
17
  * @param {GPUSceneContext} args.scene resolves a node to its row
18
18
  * @param {Uint32Array} args.table reused between frames; replaced when it is too small
19
19
  * @returns {{table: Uint32Array, size: number}} `size` is one past the highest row written, and is
@@ -24,7 +24,7 @@ export function pack_highlight_table({ entries, meshes, scene, table }: {
24
24
  entity: number;
25
25
  highlight: Highlight;
26
26
  }>;
27
- meshes: MeshSystem3;
27
+ meshes: MeshSystem;
28
28
  scene: GPUSceneContext;
29
29
  table: Uint32Array;
30
30
  }): {
@@ -1 +1 @@
1
- {"version":3,"file":"pack_highlight_table.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/highlight/pack_highlight_table.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IAP+D,OAAO,EAA3D,MAAM;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,SAAS,YAAW;KAAC,CAAC;IAC3B,MAAM;IACF,KAAK;IACT,KAAK,EAAvB,WAAW;;WACD,WAAW;UAAQ,MAAM;EAqD7C"}
1
+ {"version":3,"file":"pack_highlight_table.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/highlight/pack_highlight_table.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IAP+D,OAAO,EAA3D,MAAM;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,SAAS,YAAW;KAAC,CAAC;IAC5B,MAAM;IACD,KAAK;IACT,KAAK,EAAvB,WAAW;;WACD,WAAW;UAAQ,MAAM;EAqD7C"}
@@ -1,74 +1,74 @@
1
- import { pack_highlight_color } from "./pack_highlight_color.js";
2
-
3
- /**
4
- * Build the lookup the outline shader reads: one packed colour per mesh row, addressed by the row
5
- * the visibility buffer writes.
6
- *
7
- * **The scene decides the indices.** A highlight is attached to an entity, an entity's model is
8
- * several nodes, and each node that carries geometry has a row — so the walk is entity → nodes →
9
- * rows, and an entity whose model has not loaded contributes none and needs no special case.
10
- *
11
- * Rebuilt every frame, which is the cheaper arrangement and not a concession: the game's highlights
12
- * animate colour and alpha continuously, so nothing is saved by watching for changes — and a
13
- * `Color`'s change signal does not fire for alpha-only edits, which is precisely what the animation
14
- * is.
15
- *
16
- * @param {object} args
17
- * @param {Array<{entity: number, highlight: Highlight}>} args.entries
18
- * @param {MeshSystem3} args.meshes resolves an entity to the nodes it has in the scene
19
- * @param {GPUSceneContext} args.scene resolves a node to its row
20
- * @param {Uint32Array} args.table reused between frames; replaced when it is too small
21
- * @returns {{table: Uint32Array, size: number}} `size` is one past the highest row written, and is
22
- * zero when nothing highlighted is in the scene
23
- */
24
- export function pack_highlight_table({ entries, meshes, scene, table }) {
25
- let highest = -1;
26
-
27
- /*
28
- Two sweeps, because the table has to be as long as the highest row before anything can be
29
- written into it and the rows are not known until the scene is asked. Asking twice is cheaper
30
- than growing a typed array mid-walk, and the walk is over the handful of things highlighted
31
- rather than over the scene.
32
- */
33
- for (let i = 0; i < entries.length; i++) {
34
- meshes.traverse_meshes(entries[i].entity, node => {
35
- const row = scene.mesh_row_of(node);
36
-
37
- if (row > highest) {
38
- highest = row;
39
- }
40
- });
41
- }
42
-
43
- const size = highest + 1;
44
-
45
- let result = table;
46
-
47
- if (result.length < size) {
48
- result = new Uint32Array(size);
49
- } else {
50
- result.fill(0, 0, size);
51
- }
52
-
53
- for (let i = 0; i < entries.length; i++) {
54
- const entry = entries[i];
55
-
56
- const packed = pack_highlight_color(entry.highlight.elements);
57
-
58
- if (packed === 0) {
59
- // a highlight faded to nothing is not a highlight, and zero is what the shader reads
60
- // as "no outline" anyway
61
- continue;
62
- }
63
-
64
- meshes.traverse_meshes(entry.entity, node => {
65
- const row = scene.mesh_row_of(node);
66
-
67
- if (row >= 0) {
68
- result[row] = packed;
69
- }
70
- });
71
- }
72
-
73
- return { table: result, size };
74
- }
1
+ import { pack_highlight_color } from "./pack_highlight_color.js";
2
+
3
+ /**
4
+ * Build the lookup the outline shader reads: one packed colour per mesh row, addressed by the row
5
+ * the visibility buffer writes.
6
+ *
7
+ * **The scene decides the indices.** A highlight is attached to an entity, an entity's model is
8
+ * several nodes, and each node that carries geometry has a row — so the walk is entity → nodes →
9
+ * rows, and an entity whose model has not loaded contributes none and needs no special case.
10
+ *
11
+ * Rebuilt every frame, which is the cheaper arrangement and not a concession: the game's highlights
12
+ * animate colour and alpha continuously, so nothing is saved by watching for changes — and a
13
+ * `Color`'s change signal does not fire for alpha-only edits, which is precisely what the animation
14
+ * is.
15
+ *
16
+ * @param {object} args
17
+ * @param {Array<{entity: number, highlight: Highlight}>} args.entries
18
+ * @param {MeshSystem} args.meshes resolves an entity to the nodes it has in the scene
19
+ * @param {GPUSceneContext} args.scene resolves a node to its row
20
+ * @param {Uint32Array} args.table reused between frames; replaced when it is too small
21
+ * @returns {{table: Uint32Array, size: number}} `size` is one past the highest row written, and is
22
+ * zero when nothing highlighted is in the scene
23
+ */
24
+ export function pack_highlight_table({ entries, meshes, scene, table }) {
25
+ let highest = -1;
26
+
27
+ /*
28
+ Two sweeps, because the table has to be as long as the highest row before anything can be
29
+ written into it and the rows are not known until the scene is asked. Asking twice is cheaper
30
+ than growing a typed array mid-walk, and the walk is over the handful of things highlighted
31
+ rather than over the scene.
32
+ */
33
+ for (let i = 0; i < entries.length; i++) {
34
+ meshes.traverse_meshes(entries[i].entity, node => {
35
+ const row = scene.mesh_row_of(node);
36
+
37
+ if (row > highest) {
38
+ highest = row;
39
+ }
40
+ });
41
+ }
42
+
43
+ const size = highest + 1;
44
+
45
+ let result = table;
46
+
47
+ if (result.length < size) {
48
+ result = new Uint32Array(size);
49
+ } else {
50
+ result.fill(0, 0, size);
51
+ }
52
+
53
+ for (let i = 0; i < entries.length; i++) {
54
+ const entry = entries[i];
55
+
56
+ const packed = pack_highlight_color(entry.highlight.elements);
57
+
58
+ if (packed === 0) {
59
+ // a highlight faded to nothing is not a highlight, and zero is what the shader reads
60
+ // as "no outline" anyway
61
+ continue;
62
+ }
63
+
64
+ meshes.traverse_meshes(entry.entity, node => {
65
+ const row = scene.mesh_row_of(node);
66
+
67
+ if (row >= 0) {
68
+ result[row] = packed;
69
+ }
70
+ });
71
+ }
72
+
73
+ return { table: result, size };
74
+ }
@@ -5,7 +5,7 @@
5
5
  * where does this projectile leave from, where does that effect anchor, where does the floating UI
6
6
  * hang. **The answer is computed, never read back** — GPU readback is a frame late and asynchronous,
7
7
  * so an outcome that depended on it would depend on frame pacing, and determinism and replay would
8
- * go with it (`EXECUTION.md` I-4).
8
+ * go with it: no GPU readback on a gameplay-affecting path.
9
9
  *
10
10
  * The pose is {@link pose_evaluate_world} over the clips the animation systems are driving: a pure
11
11
  * function of (clip set, time, weights), off the same clock the renderer is written from, which is