@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
@@ -1,121 +1,120 @@
1
- import { atomic_u32, u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
3
- import { GEOMETRY_METADATA_STRUCT } from "../../../geometry/GEOMETRY_METADATA_STRUCT.js";
4
- import { MESHLET_METADATA_STRUCT } from "../../../geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
5
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
6
- import { ComputeShader } from "../../../shader/ComputeShader.js";
7
- import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
8
- import { SKINNING_BINDING_STRUCT } from "../SKINNING_BINDING_STRUCT.js";
9
-
10
- export const WORKGROUP_SIZE = 64;
11
-
12
- // Struct field offsets resolved at module-load time and baked into the
13
- // shader as constants. The structs use `.pack()` for minimum-size
14
- // layout, so the field positions depend on the packing heuristic —
15
- // reading `.get(field).offset` after the build phase is the only
16
- // reliable way to know where bounds_box / bounding_box actually sit.
17
- const MESHLET_BOUNDS_OFFSET_WORDS = MESHLET_METADATA_STRUCT.get('bounds_box').offset / 4;
18
- const MESHLET_STRIDE_WORDS = MESHLET_METADATA_STRUCT.size / 4;
19
-
20
- const GEOMETRY_BBOX_OFFSET_WORDS = GEOMETRY_METADATA_STRUCT.get('bounding_box').offset / 4;
21
- const GEOMETRY_STRIDE_WORDS = GEOMETRY_METADATA_STRUCT.size / 4;
22
-
23
- const resources = new ShaderResourceSetDescriptor();
24
- resources.createGroup()
25
- // Sub-dispatch first-pair offset, in pair units. The host
26
- // paginates if `total_pair_count > maxComputeWorkgroupsPerDimension
27
- // * WORKGROUP_SIZE`; under typical stress-test scale (~71k pairs)
28
- // a single sub-dispatch suffices and `dispatch_offset` is zero.
29
- .addUniform('dispatch_offset', u32)
30
- .addUniform('total_pair_count', u32)
31
- .addStorageBuffer('skinning_bindings', WebGPUArray.from(SKINNING_BINDING_STRUCT), false)
32
- .addStorageBuffer('dispatch_lookup', WebGPUArray.from(u32), false)
33
- // Same buffers the rasterizer reads as typed structs, bound here
34
- // as flat `atomic<u32>` arrays so we can do per-cell atomic
35
- // stores at known field offsets (resolved above at module-load).
36
- .addStorageBuffer('meshlet_metadata_atomic', WebGPUArray.from(atomic_u32), true)
37
- .addStorageBuffer('geometry_metadata_atomic', WebGPUArray.from(atomic_u32), true);
38
-
39
- const body = CodeChunk.from(
40
- //language=WGSL
41
- `
42
- const PLUS_INF: u32 = 0x7F800000u; // bitcast f32(+inf)
43
- const MINUS_INF: u32 = 0xFF800000u; // bitcast f32(-inf)
44
-
45
- const MESHLET_BOUNDS_OFFSET: u32 = ${MESHLET_BOUNDS_OFFSET_WORDS}u;
46
- const MESHLET_STRIDE: u32 = ${MESHLET_STRIDE_WORDS}u;
47
- const GEOMETRY_BBOX_OFFSET: u32 = ${GEOMETRY_BBOX_OFFSET_WORDS}u;
48
- const GEOMETRY_STRIDE: u32 = ${GEOMETRY_STRIDE_WORDS}u;
49
-
50
- @compute @workgroup_size(${WORKGROUP_SIZE},1,1)
51
- fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
52
- let pair_index = gid.x + dispatch_offset;
53
- if pair_index >= total_pair_count {
54
- return;
55
- }
56
-
57
- let lookup_base = pair_index * 2u;
58
- let binding_index = dispatch_lookup[lookup_base];
59
- let meshlet_local = dispatch_lookup[lookup_base + 1u];
60
-
61
- let binding = skinning_bindings[binding_index];
62
- let clone_meshlet_abs = binding.clone_meshlet_metadata_offset + meshlet_local;
63
-
64
- // Meshlet bounds reset: +inf for the 3 min slots, -inf for the
65
- // 3 max slots. Each meshlet has exactly one (binding, meshlet)
66
- // pair that touches it, so there's no cross-thread race on these
67
- // slots — atomicStore is technically overkill, but the buffer is
68
- // bound atomic-typed for the reduce pass and atomicStore is the
69
- // way to write through that view.
70
- let m_base = clone_meshlet_abs * MESHLET_STRIDE + MESHLET_BOUNDS_OFFSET;
71
- atomicStore(&meshlet_metadata_atomic[m_base + 0u], PLUS_INF);
72
- atomicStore(&meshlet_metadata_atomic[m_base + 1u], PLUS_INF);
73
- atomicStore(&meshlet_metadata_atomic[m_base + 2u], PLUS_INF);
74
- atomicStore(&meshlet_metadata_atomic[m_base + 3u], MINUS_INF);
75
- atomicStore(&meshlet_metadata_atomic[m_base + 4u], MINUS_INF);
76
- atomicStore(&meshlet_metadata_atomic[m_base + 5u], MINUS_INF);
77
-
78
- // Geometry bounds reset gate: the first meshlet of each binding
79
- // (meshlet_local == 0) does the reset for the binding's clone
80
- // geometry. Every clone has at least one meshlet, so this fires
81
- // exactly once per active binding. Multiple bindings could in
82
- // principle target the same clone — the skinning context allocates
83
- // one clone per SkinnedMesh, so in practice each binding owns its
84
- // own geometry — but even if they didn't, the writes here are
85
- // idempotent (same sentinels).
86
- if meshlet_local == 0u {
87
- let g_base = binding.clone_geometry_index * GEOMETRY_STRIDE + GEOMETRY_BBOX_OFFSET;
88
- atomicStore(&geometry_metadata_atomic[g_base + 0u], PLUS_INF);
89
- atomicStore(&geometry_metadata_atomic[g_base + 1u], PLUS_INF);
90
- atomicStore(&geometry_metadata_atomic[g_base + 2u], PLUS_INF);
91
- atomicStore(&geometry_metadata_atomic[g_base + 3u], MINUS_INF);
92
- atomicStore(&geometry_metadata_atomic[g_base + 4u], MINUS_INF);
93
- atomicStore(&geometry_metadata_atomic[g_base + 5u], MINUS_INF);
94
- }
95
- }
96
- `);
97
-
98
- /**
99
- * Compute shader that resets per-meshlet `bounds_box` (clone meshlets
100
- * only) and per-clone-geometry `bounding_box` to ±inf sentinels —
101
- * the prerequisite for the reduce / merge passes that follow.
102
- *
103
- * Linear-thread dispatch: one thread per (binding, meshlet) pair in
104
- * the skinning context's `dispatch_lookup`. With workgroup size 64,
105
- * `ceil(total_pair_count / 64)` workgroups cover everything; the
106
- * `dispatch_offset` uniform lets the host paginate when
107
- * `total_pair_count > maxComputeWorkgroupsPerDimension * 64`
108
- * (currently won't trigger — 65535 * 64 ≈ 4M pairs).
109
- *
110
- * The geometry bounds reset is gated to `meshlet_local == 0` so each
111
- * clone geometry is reset exactly once. The clone's bounding_sphere
112
- * is NOT reset here — the derive-sphere pass at the end of the
113
- * refresh chain overwrites it wholesale from the box, so no
114
- * transient state matters.
115
- */
116
- export const shader_meshlet_bounds_scatter = ComputeShader.from({
117
- label: "Skinning/MeshletBoundsScatter",
118
- resources,
119
- body,
120
- group_size: [WORKGROUP_SIZE, 1, 1],
121
- });
1
+ import { atomic_u32, u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
3
+ import { GEOMETRY_METADATA_STRUCT } from "../../../geometry/GEOMETRY_METADATA_STRUCT.js";
4
+ import { MESHLET_METADATA_STRUCT } from "../../../geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
5
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
6
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
7
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
8
+ import { SKINNING_BINDING_STRUCT } from "../SKINNING_BINDING_STRUCT.js";
9
+
10
+ export const WORKGROUP_SIZE = 64;
11
+
12
+ // Struct field offsets resolved at module-load time and baked into the
13
+ // shader as constants. The structs use `.pack()` for minimum-size
14
+ // layout, so the field positions depend on the packing heuristic —
15
+ // reading `.get(field).offset` after the build phase is the only
16
+ // reliable way to know where bounds_box / bounding_box actually sit.
17
+ const MESHLET_BOUNDS_OFFSET_WORDS = MESHLET_METADATA_STRUCT.get('bounds_box').offset / 4;
18
+ const MESHLET_STRIDE_WORDS = MESHLET_METADATA_STRUCT.size / 4;
19
+
20
+ const GEOMETRY_BBOX_OFFSET_WORDS = GEOMETRY_METADATA_STRUCT.get('bounding_box').offset / 4;
21
+ const GEOMETRY_STRIDE_WORDS = GEOMETRY_METADATA_STRUCT.size / 4;
22
+
23
+ const resources = new ShaderResourceSetDescriptor();
24
+ resources.createGroup()
25
+ // Sub-dispatch first-pair offset, in pair units. The host
26
+ // paginates if `total_pair_count > maxComputeWorkgroupsPerDimension
27
+ // * WORKGROUP_SIZE`; under typical stress-test scale (~71k pairs)
28
+ // a single sub-dispatch suffices and `dispatch_offset` is zero.
29
+ .addUniform('dispatch_offset', u32)
30
+ .addUniform('total_pair_count', u32)
31
+ .addStorageBuffer('skinning_bindings', WebGPUArray.from(SKINNING_BINDING_STRUCT), false)
32
+ .addStorageBuffer('dispatch_lookup', WebGPUArray.from(u32), false)
33
+ // Same buffers the rasterizer reads as typed structs, bound here
34
+ // as flat `atomic<u32>` arrays so we can do per-cell atomic
35
+ // stores at known field offsets (resolved above at module-load).
36
+ .addStorageBuffer('meshlet_metadata_atomic', WebGPUArray.from(atomic_u32), true)
37
+ .addStorageBuffer('geometry_metadata_atomic', WebGPUArray.from(atomic_u32), true);
38
+
39
+ const body = CodeChunk.from(
40
+ //language=WGSL
41
+ `
42
+ const PLUS_INF: u32 = 0x7F800000u; // bitcast f32(+inf)
43
+ const MINUS_INF: u32 = 0xFF800000u; // bitcast f32(-inf)
44
+
45
+ const MESHLET_BOUNDS_OFFSET: u32 = ${MESHLET_BOUNDS_OFFSET_WORDS}u;
46
+ const MESHLET_STRIDE: u32 = ${MESHLET_STRIDE_WORDS}u;
47
+ const GEOMETRY_BBOX_OFFSET: u32 = ${GEOMETRY_BBOX_OFFSET_WORDS}u;
48
+ const GEOMETRY_STRIDE: u32 = ${GEOMETRY_STRIDE_WORDS}u;
49
+
50
+ @compute @workgroup_size(${WORKGROUP_SIZE},1,1)
51
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
52
+ let pair_index = gid.x + dispatch_offset;
53
+ if pair_index >= total_pair_count {
54
+ return;
55
+ }
56
+
57
+ let lookup_base = pair_index * 2u;
58
+ let binding_index = dispatch_lookup[lookup_base];
59
+ let meshlet_local = dispatch_lookup[lookup_base + 1u];
60
+
61
+ let binding = skinning_bindings[binding_index];
62
+ let clone_meshlet_abs = binding.clone_meshlet_metadata_offset + meshlet_local;
63
+
64
+ // Meshlet bounds reset: +inf for the 3 min slots, -inf for the
65
+ // 3 max slots. Each meshlet has exactly one (binding, meshlet)
66
+ // pair that touches it, so there's no cross-thread race on these
67
+ // slots — atomicStore is technically overkill, but the buffer is
68
+ // bound atomic-typed for the reduce pass and atomicStore is the
69
+ // way to write through that view.
70
+ let m_base = clone_meshlet_abs * MESHLET_STRIDE + MESHLET_BOUNDS_OFFSET;
71
+ atomicStore(&meshlet_metadata_atomic[m_base + 0u], PLUS_INF);
72
+ atomicStore(&meshlet_metadata_atomic[m_base + 1u], PLUS_INF);
73
+ atomicStore(&meshlet_metadata_atomic[m_base + 2u], PLUS_INF);
74
+ atomicStore(&meshlet_metadata_atomic[m_base + 3u], MINUS_INF);
75
+ atomicStore(&meshlet_metadata_atomic[m_base + 4u], MINUS_INF);
76
+ atomicStore(&meshlet_metadata_atomic[m_base + 5u], MINUS_INF);
77
+
78
+ // Geometry bounds reset gate: the first meshlet of each binding
79
+ // (meshlet_local == 0) does the reset for the binding's clone
80
+ // geometry. Every clone has at least one meshlet, so this fires
81
+ // exactly once per active binding. Multiple bindings could in
82
+ // principle target the same clone — the skinning context allocates
83
+ // one clone per SkinnedMesh, so in practice each binding owns its
84
+ // own geometry — but even if they didn't, the writes here are
85
+ // idempotent (same sentinels).
86
+ if meshlet_local == 0u {
87
+ let g_base = binding.clone_geometry_index * GEOMETRY_STRIDE + GEOMETRY_BBOX_OFFSET;
88
+ atomicStore(&geometry_metadata_atomic[g_base + 0u], PLUS_INF);
89
+ atomicStore(&geometry_metadata_atomic[g_base + 1u], PLUS_INF);
90
+ atomicStore(&geometry_metadata_atomic[g_base + 2u], PLUS_INF);
91
+ atomicStore(&geometry_metadata_atomic[g_base + 3u], MINUS_INF);
92
+ atomicStore(&geometry_metadata_atomic[g_base + 4u], MINUS_INF);
93
+ atomicStore(&geometry_metadata_atomic[g_base + 5u], MINUS_INF);
94
+ }
95
+ }
96
+ `);
97
+
98
+ /**
99
+ * Compute shader that resets per-meshlet `bounds_box` (clone meshlets
100
+ * only) and per-clone-geometry `bounding_box` to ±inf sentinels —
101
+ * the prerequisite for the reduce / merge passes that follow.
102
+ *
103
+ * Linear-thread dispatch: one thread per (binding, meshlet) pair in
104
+ * the skinning context's `dispatch_lookup`. With workgroup size 64,
105
+ * `ceil(total_pair_count / 64)` workgroups cover everything; the
106
+ * `dispatch_offset` uniform lets the host paginate when
107
+ * `total_pair_count > maxComputeWorkgroupsPerDimension * 64`
108
+ * (currently won't trigger — 65535 * 64 ≈ 4M pairs).
109
+ *
110
+ * The geometry bounds reset is gated to `meshlet_local == 0` so each
111
+ * clone geometry is reset exactly once. The clone's bounding_sphere
112
+ * is NOT reset here — the derive-sphere pass at the end of the
113
+ * refresh chain overwrites it wholesale from the box, so no
114
+ * transient state matters.
115
+ */
116
+ export const shader_meshlet_bounds_scatter = ComputeShader.from({
117
+ label: "Skinning/MeshletBoundsScatter",
118
+ resources,
119
+ body,
120
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_skinned_mesh_bounds_refresh.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js"],"names":[],"mappings":"AAWA,gCAAiC;AAuCjC;;;;;;;;;;;;;;;;;;;GAmBG;AACH,+DAKG;8BApE2B,kCAAkC"}
1
+ {"version":3,"file":"shader_skinned_mesh_bounds_refresh.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js"],"names":[],"mappings":"AAWA,gCAAiC;AAuCjC;;;;;;;;;;;;;;;;;;;GAmBG;AACH,+DAIG;8BAnE2B,kCAAkC"}
@@ -1,76 +1,75 @@
1
- import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
3
- import { GEOMETRY_METADATA_STRUCT } from "../../../geometry/GEOMETRY_METADATA_STRUCT.js";
4
- import {
5
- chunk_update_object_property_mesh_instance_bounds
6
- } from "../../../object_property/chunk_update_object_property_mesh_instance_bounds.js";
7
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
8
- import { ComputeShader } from "../../../shader/ComputeShader.js";
9
- import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
10
- import { SKINNING_BINDING_STRUCT } from "../SKINNING_BINDING_STRUCT.js";
11
-
12
- export const WORKGROUP_SIZE = 64;
13
-
14
- const resources = new ShaderResourceSetDescriptor();
15
- resources.createGroup()
16
- // Number of active skinning bindings (= one per skinned mesh
17
- // instance). Threads past `binding_count` early-out.
18
- .addUniform('binding_count', u32)
19
- .addStorageBuffer('skinning_bindings', WebGPUArray.from(SKINNING_BINDING_STRUCT), false)
20
- // `chunk_update_object_property_mesh_instance_bounds` expects
21
- // these binding names — see its docstring's importing-shader
22
- // contract. scene_database is rw because the mesh bounds writes
23
- // route through `scene_write_mesh_*` per-field helpers, which
24
- // need the read_write access mode.
25
- .addStorageBuffer('scene_database', WebGPUArray.from(u32), true)
26
- .addStorageBuffer('geometries', WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false);
27
-
28
- const body = CodeChunk.from(
29
- //language=WGSL
30
- `
31
- @compute @workgroup_size(${WORKGROUP_SIZE},1,1)
32
- fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
33
- let binding_index = gid.x;
34
- if binding_index >= binding_count {
35
- return;
36
- }
37
-
38
- let binding = skinning_bindings[binding_index];
39
-
40
- // Per-instance world-space bounds: reads geometry.bounding_box
41
- // (just refreshed by the per-meshlet reduce pass) and
42
- // geometry.bounding_sphere (just refreshed by the sphere-derive
43
- // pass), projects through the mesh's node.global, writes back
44
- // to mesh.bounding_box / bounding_sphere. Reuses the existing
45
- // chunk so the math (max-column-length sphere radius scaling for
46
- // non-uniform-scale-safe culling) stays in one place.
47
- update_object_property_mesh_instance_bounds(binding.mesh_instance_index);
48
- }
49
- `, [chunk_update_object_property_mesh_instance_bounds]);
50
-
51
- /**
52
- * Compute shader that refreshes the world-space `bounding_box` and
53
- * `bounding_sphere` of every SkinnedMesh instance in the scene's
54
- * meshes table from its (now up-to-date) clone geometry bounds.
55
- *
56
- * One thread per active skinning binding. Each thread:
57
- * - Looks up its binding's `mesh_instance_index` in the meshes table.
58
- * - Reads `geometry.bounding_box` + `geometry.bounding_sphere` from
59
- * the geometry metadata table (post-reduce + post-sphere-derive).
60
- * - Reads `node.global` for the mesh's world transform.
61
- * - Projects the local AABB / sphere into world space.
62
- * - Writes back to `mesh.bounding_box` / `mesh.bounding_sphere`.
63
- *
64
- * Must run AFTER `shader_geometry_sphere_derive` (which writes the
65
- * geometry sphere this pass reads) and AFTER the transform-hierarchy
66
- * propagate pass (which writes `node.global`). Without the mesh
67
- * bounds refreshed, the rasterizer's sphere-cull and frustum-cull
68
- * passes reject animated meshes that move outside their original
69
- * source-encoded bounds.
70
- */
71
- export const shader_skinned_mesh_bounds_refresh = ComputeShader.from({
72
- label: "Skinning/SkinnedMeshBoundsRefresh",
73
- resources,
74
- body,
75
- group_size: [WORKGROUP_SIZE, 1, 1],
76
- });
1
+ import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
3
+ import { GEOMETRY_METADATA_STRUCT } from "../../../geometry/GEOMETRY_METADATA_STRUCT.js";
4
+ import {
5
+ chunk_update_object_property_mesh_instance_bounds
6
+ } from "../../../object_property/chunk_update_object_property_mesh_instance_bounds.js";
7
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
8
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
9
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
10
+ import { SKINNING_BINDING_STRUCT } from "../SKINNING_BINDING_STRUCT.js";
11
+
12
+ export const WORKGROUP_SIZE = 64;
13
+
14
+ const resources = new ShaderResourceSetDescriptor();
15
+ resources.createGroup()
16
+ // Number of active skinning bindings (= one per skinned mesh
17
+ // instance). Threads past `binding_count` early-out.
18
+ .addUniform('binding_count', u32)
19
+ .addStorageBuffer('skinning_bindings', WebGPUArray.from(SKINNING_BINDING_STRUCT), false)
20
+ // `chunk_update_object_property_mesh_instance_bounds` expects
21
+ // these binding names — see its docstring's importing-shader
22
+ // contract. scene_database is rw because the mesh bounds writes
23
+ // route through `scene_write_mesh_*` per-field helpers, which
24
+ // need the read_write access mode.
25
+ .addStorageBuffer('scene_database', WebGPUArray.from(u32), true)
26
+ .addStorageBuffer('geometries', WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false);
27
+
28
+ const body = CodeChunk.from(
29
+ //language=WGSL
30
+ `
31
+ @compute @workgroup_size(${WORKGROUP_SIZE},1,1)
32
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
33
+ let binding_index = gid.x;
34
+ if binding_index >= binding_count {
35
+ return;
36
+ }
37
+
38
+ let binding = skinning_bindings[binding_index];
39
+
40
+ // Per-instance world-space bounds: reads geometry.bounding_box
41
+ // (just refreshed by the per-meshlet reduce pass) and
42
+ // geometry.bounding_sphere (just refreshed by the sphere-derive
43
+ // pass), projects through the mesh's node.global, writes back
44
+ // to mesh.bounding_box / bounding_sphere. Reuses the existing
45
+ // chunk so the math (max-column-length sphere radius scaling for
46
+ // non-uniform-scale-safe culling) stays in one place.
47
+ update_object_property_mesh_instance_bounds(binding.mesh_instance_index);
48
+ }
49
+ `, [chunk_update_object_property_mesh_instance_bounds]);
50
+
51
+ /**
52
+ * Compute shader that refreshes the world-space `bounding_box` and
53
+ * `bounding_sphere` of every SkinnedMesh instance in the scene's
54
+ * meshes table from its (now up-to-date) clone geometry bounds.
55
+ *
56
+ * One thread per active skinning binding. Each thread:
57
+ * - Looks up its binding's `mesh_instance_index` in the meshes table.
58
+ * - Reads `geometry.bounding_box` + `geometry.bounding_sphere` from
59
+ * the geometry metadata table (post-reduce + post-sphere-derive).
60
+ * - Reads `node.global` for the mesh's world transform.
61
+ * - Projects the local AABB / sphere into world space.
62
+ * - Writes back to `mesh.bounding_box` / `mesh.bounding_sphere`.
63
+ *
64
+ * Must run AFTER `shader_geometry_sphere_derive` (which writes the
65
+ * geometry sphere this pass reads) and AFTER the transform-hierarchy
66
+ * propagate pass (which writes `node.global`). Without the mesh
67
+ * bounds refreshed, the rasterizer's sphere-cull and frustum-cull
68
+ * passes reject animated meshes that move outside their original
69
+ * source-encoded bounds.
70
+ */
71
+ export const shader_skinned_mesh_bounds_refresh = ComputeShader.from({
72
+ label: "Skinning/SkinnedMeshBoundsRefresh",
73
+ resources,
74
+ body,
75
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_meshlet_apply_skinning.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js"],"names":[],"mappings":"AAqCA;;;;GAIG;AACH,yCAA0C;AA6S1C;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,0DAKG;8BAnV2B,+BAA+B"}
1
+ {"version":3,"file":"shader_meshlet_apply_skinning.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js"],"names":[],"mappings":"AAqCA;;;;GAIG;AACH,yCAA0C;AA6S1C;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,0DAIG;8BAlV2B,+BAA+B"}