@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
@@ -1,43 +1,42 @@
1
- import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
4
- import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
5
- import { ComputeShader } from "../../shader/ComputeShader.js";
6
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
-
8
- const resources = new ShaderResourceSetDescriptor();
9
-
10
- resources.createGroup()
11
- .addStorageBuffer("source", WebGPUArray.u32)
12
- .addStorageBuffer("destination", WebGPUArray.u32, true)
13
- .addUniform("size", u32)
14
-
15
- const body = CodeChunk.from(
16
- //language=WGSL
17
- `
18
- @compute @workgroup_size(${COMPUTE_SHADER_DEFAULT_GROUP_SIZE})
19
- fn main(
20
- @builtin(global_invocation_id) global_id : vec3<u32>
21
- ){
22
- let index = global_id.x;
23
-
24
- if(index >= size){
25
- return;
26
- }
27
-
28
- destination[index] = source[index];
29
- }
30
- `
31
- )
32
-
33
- /**
34
- * Shader is useful for copying buffers where the buffers are missing `GPUBufferUsage.COPY_DST` or `GPUBufferUsage.COPY_SRC`.
35
- * This is a pure utility shader.
36
- * @type {ComputeShader}
37
- */
38
- export const shader_buffer_copy_storage_to_storage = ComputeShader.from({
39
- label: "Copy GPU Buffer/ STORAGE -> STORAGE",
40
- body,
41
- resources,
42
- group_size: [COMPUTE_SHADER_DEFAULT_GROUP_SIZE]
1
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
4
+ import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
5
+ import { ComputeShader } from "../../shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
+
8
+ const resources = new ShaderResourceSetDescriptor();
9
+
10
+ resources.createGroup()
11
+ .addStorageBuffer("source", WebGPUArray.u32)
12
+ .addStorageBuffer("destination", WebGPUArray.u32, true)
13
+ .addUniform("size", u32)
14
+
15
+ const body = CodeChunk.from(
16
+ //language=WGSL
17
+ `
18
+ @compute @workgroup_size(${COMPUTE_SHADER_DEFAULT_GROUP_SIZE})
19
+ fn main(
20
+ @builtin(global_invocation_id) global_id : vec3<u32>
21
+ ){
22
+ let index = global_id.x;
23
+
24
+ if(index >= size){
25
+ return;
26
+ }
27
+
28
+ destination[index] = source[index];
29
+ }
30
+ `
31
+ )
32
+
33
+ /**
34
+ * Shader is useful for copying buffers where the buffers are missing `GPUBufferUsage.COPY_DST` or `GPUBufferUsage.COPY_SRC`.
35
+ * This is a pure utility shader.
36
+ * @type {ComputeShader}
37
+ */
38
+ export const shader_buffer_copy_storage_to_storage = ComputeShader.from({
39
+ label: "Copy GPU Buffer/ STORAGE -> STORAGE",
40
+ body,
41
+ resources,
43
42
  });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_buffer_intra_copy_regions.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.js"],"names":[],"mappings":"AAOA;;;;;GAKG;AACH,kDAAmD;AAEnD;;;;GAIG;AACH,2DAI4B;AAmC5B;;;;;;;;;;;;;;;;;;GAkBG;AACH,6DAKG;6BAjF0B,mCAAmC;8BAElC,+BAA+B"}
1
+ {"version":3,"file":"shader_buffer_intra_copy_regions.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.js"],"names":[],"mappings":"AAOA;;;;;GAKG;AACH,kDAAmD;AAEnD;;;;GAIG;AACH,2DAI4B;AAmC5B;;;;;;;;;;;;;;;;;;GAkBG;AACH,6DAIG;6BAhF0B,mCAAmC;8BAElC,+BAA+B"}
@@ -1,84 +1,83 @@
1
- import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
4
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
- import { ComputeShader } from "../../shader/ComputeShader.js";
6
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
-
8
- /**
9
- * Workgroup size for the per-region stride loop. Each workgroup
10
- * handles one region; threads in the workgroup walk the region's
11
- * words in WORKGROUP_SIZE-stride'd slots, so a region with N words
12
- * takes ceil(N / WORKGROUP_SIZE) iterations per thread.
13
- */
14
- export const BUFFER_INTRA_COPY_WORKGROUP_SIZE = 64;
15
-
16
- /**
17
- * One copy job: source and destination regions inside the same buffer.
18
- * Offsets and lengths are in `u32` words (not bytes). The shader does
19
- * not validate non-overlap — the caller is responsible.
20
- */
21
- export const BUFFER_INTRA_COPY_REGION_STRUCT = WebGPUStruct.from({
22
- src_offset: u32,
23
- dst_offset: u32,
24
- word_count: u32,
25
- }, "BufferIntraCopyRegion");
26
-
27
- const resources = new ShaderResourceSetDescriptor();
28
- resources.createGroup()
29
- .addStorageBuffer('buffer', WebGPUArray.from(u32), true)
30
- .addStorageBuffer('regions', WebGPUArray.from(BUFFER_INTRA_COPY_REGION_STRUCT), false);
31
-
32
- // One workgroup per region, dispatch over the regions list. Threads
33
- // stride-loop over the region's words. WebGPU rejects same-buffer
34
- // `copyBufferToBuffer` even with non-overlapping ranges, which is why
35
- // we go via a compute shader for intra-buffer relocation. A single
36
- // `read_write` binding sidesteps the read+write-on-same-binding
37
- // resource conflict that would prevent binding the buffer twice with
38
- // different access modes.
39
- const body = CodeChunk.from(
40
- //language=WGSL
41
- `
42
- @compute @workgroup_size(${BUFFER_INTRA_COPY_WORKGROUP_SIZE},1,1)
43
- fn main(
44
- @builtin(workgroup_id) wg_id: vec3<u32>,
45
- @builtin(local_invocation_index) local_id: u32,
46
- ) {
47
- let region = regions[wg_id.x];
48
-
49
- var i: u32 = local_id;
50
- loop {
51
- if(i >= region.word_count) { break; }
52
-
53
- buffer[region.dst_offset + i] = buffer[region.src_offset + i];
54
-
55
- i = i + ${BUFFER_INTRA_COPY_WORKGROUP_SIZE}u;
56
- }
57
- }
58
- `);
59
-
60
- /**
61
- * Compute-shader memcpy across regions of a single storage buffer.
62
- * One workgroup per region; threads in the workgroup stride-loop
63
- * over the region's `word_count` u32 words.
64
- *
65
- * Why a compute shader rather than `copyBufferToBuffer`: WebGPU
66
- * forbids `copyBufferToBuffer` from passing the same buffer as both
67
- * source and destination, even when the byte ranges don't overlap —
68
- * the validation check is buffer-identity, not range-overlap. The
69
- * compute path sidesteps that by binding the buffer once as
70
- * `read_write` storage and reading + writing through the same
71
- * binding.
72
- *
73
- * Caller responsibility: the regions table must list non-overlapping
74
- * (src, dst) ranges. The shader does no overlap checks.
75
- *
76
- * Dispatch: one workgroup per entry in `regions`, i.e.
77
- * `group_count_x = region_count`. Skip when `region_count === 0`.
78
- */
79
- export const shader_buffer_intra_copy_regions = ComputeShader.from({
80
- label: "Copy GPU Buffer/ Intra-buffer regions",
81
- body,
82
- resources,
83
- group_size: [BUFFER_INTRA_COPY_WORKGROUP_SIZE, 1, 1],
84
- });
1
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../../shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
+
8
+ /**
9
+ * Workgroup size for the per-region stride loop. Each workgroup
10
+ * handles one region; threads in the workgroup walk the region's
11
+ * words in WORKGROUP_SIZE-stride'd slots, so a region with N words
12
+ * takes ceil(N / WORKGROUP_SIZE) iterations per thread.
13
+ */
14
+ export const BUFFER_INTRA_COPY_WORKGROUP_SIZE = 64;
15
+
16
+ /**
17
+ * One copy job: source and destination regions inside the same buffer.
18
+ * Offsets and lengths are in `u32` words (not bytes). The shader does
19
+ * not validate non-overlap — the caller is responsible.
20
+ */
21
+ export const BUFFER_INTRA_COPY_REGION_STRUCT = WebGPUStruct.from({
22
+ src_offset: u32,
23
+ dst_offset: u32,
24
+ word_count: u32,
25
+ }, "BufferIntraCopyRegion");
26
+
27
+ const resources = new ShaderResourceSetDescriptor();
28
+ resources.createGroup()
29
+ .addStorageBuffer('buffer', WebGPUArray.from(u32), true)
30
+ .addStorageBuffer('regions', WebGPUArray.from(BUFFER_INTRA_COPY_REGION_STRUCT), false);
31
+
32
+ // One workgroup per region, dispatch over the regions list. Threads
33
+ // stride-loop over the region's words. WebGPU rejects same-buffer
34
+ // `copyBufferToBuffer` even with non-overlapping ranges, which is why
35
+ // we go via a compute shader for intra-buffer relocation. A single
36
+ // `read_write` binding sidesteps the read+write-on-same-binding
37
+ // resource conflict that would prevent binding the buffer twice with
38
+ // different access modes.
39
+ const body = CodeChunk.from(
40
+ //language=WGSL
41
+ `
42
+ @compute @workgroup_size(${BUFFER_INTRA_COPY_WORKGROUP_SIZE},1,1)
43
+ fn main(
44
+ @builtin(workgroup_id) wg_id: vec3<u32>,
45
+ @builtin(local_invocation_index) local_id: u32,
46
+ ) {
47
+ let region = regions[wg_id.x];
48
+
49
+ var i: u32 = local_id;
50
+ loop {
51
+ if(i >= region.word_count) { break; }
52
+
53
+ buffer[region.dst_offset + i] = buffer[region.src_offset + i];
54
+
55
+ i = i + ${BUFFER_INTRA_COPY_WORKGROUP_SIZE}u;
56
+ }
57
+ }
58
+ `);
59
+
60
+ /**
61
+ * Compute-shader memcpy across regions of a single storage buffer.
62
+ * One workgroup per region; threads in the workgroup stride-loop
63
+ * over the region's `word_count` u32 words.
64
+ *
65
+ * Why a compute shader rather than `copyBufferToBuffer`: WebGPU
66
+ * forbids `copyBufferToBuffer` from passing the same buffer as both
67
+ * source and destination, even when the byte ranges don't overlap —
68
+ * the validation check is buffer-identity, not range-overlap. The
69
+ * compute path sidesteps that by binding the buffer once as
70
+ * `read_write` storage and reading + writing through the same
71
+ * binding.
72
+ *
73
+ * Caller responsibility: the regions table must list non-overlapping
74
+ * (src, dst) ranges. The shader does no overlap checks.
75
+ *
76
+ * Dispatch: one workgroup per entry in `regions`, i.e.
77
+ * `group_count_x = region_count`. Skip when `region_count === 0`.
78
+ */
79
+ export const shader_buffer_intra_copy_regions = ComputeShader.from({
80
+ label: "Copy GPU Buffer/ Intra-buffer regions",
81
+ body,
82
+ resources,
83
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_dynamic_mesh.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/shader_dynamic_mesh.js"],"names":[],"mappings":"AA4GA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH;IAN4B,YAAY,GAA7B,MAAM;IACW,YAAY,GAA7B,MAAM;IACuB,aAAa;IACxB,MAAM,GAAxB,OAAO;IACL,wBAAwB,CAiCpC;AAlJD;;;GAGG;AACH,oDAY6B;AAoI7B;;;;GAIG;AACH,qCAFU,2BAA2B,CAEW;yCAvKP,8DAA8D;6BAO1E,gCAAgC;4CAJjB,mDAAmD"}
1
+ {"version":3,"file":"shader_dynamic_mesh.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/shader_dynamic_mesh.js"],"names":[],"mappings":"AAoHA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH;IAN4B,YAAY,GAA7B,MAAM;IACW,YAAY,GAA7B,MAAM;IACuB,aAAa;IACxB,MAAM,GAAxB,OAAO;IACL,wBAAwB,CAgCpC;AAzJD;;;GAGG;AACH,oDAY6B;AA2I7B;;;;GAIG;AACH,qCAFU,2BAA2B,CAEW;yCA9KP,8DAA8D;6BAO1E,gCAAgC;4CAJjB,mDAAmD"}
@@ -1,170 +1,177 @@
1
- import { ColorTargetState } from "../../descriptor/pipeline/render/ColorTargetState.js";
2
- import { DepthStencilState } from "../../descriptor/pipeline/render/DepthStencilState.js";
3
- import { RenderPipelineDescriptor } from "../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
4
- import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
5
- import { CodeChunk } from "../shader/compiler/CodeChunk.js";
6
- import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
7
- import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
8
- import { mat4x4f, vec4f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
9
- import { WebGPUArray } from "../shader/type/WebGPUArray.js";
10
- import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
11
- import {
12
- DYNAMIC_MESH_VERTEX_COLOR_OFFSET,
13
- DYNAMIC_MESH_VERTEX_POSITION_OFFSET,
14
- DYNAMIC_MESH_VERTEX_STRIDE
15
- } from "./DYNAMIC_MESH_VERTEX.js";
16
-
17
- /**
18
- * Per-draw constants. One dynamic mesh is one draw, so this is small and rewritten per mesh per
19
- * frame rather than tabled.
20
- */
21
- export const DYNAMIC_MESH_DRAW_STRUCT = WebGPUStruct.from({
22
- /**
23
- * Object → world. Dynamic meshes are usually built in world space already, in which case this
24
- * is identity, but a trail rigidly attached to something is cheaper to build once in local
25
- * space and transform.
26
- */
27
- model: mat4x4f,
28
-
29
- /**
30
- * Multiplied into every vertex colour. Alpha is what fades a whole effect out at once.
31
- */
32
- color: vec4f,
33
- }, "DynamicMeshDraw").pack();
34
-
35
- const resources = new ShaderResourceSetDescriptor();
36
-
37
- resources.createGroup()
38
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
39
- .addUniform("draw", DYNAMIC_MESH_DRAW_STRUCT)
40
- .addStorageBuffer("vertices", WebGPUArray.f32, false)
41
- .addStorageBuffer("indices", WebGPUArray.u32, false);
42
-
43
- const body = CodeChunk.from(
44
- //language=WGSL
45
- `
46
- const VERTEX_STRIDE : u32 = ${DYNAMIC_MESH_VERTEX_STRIDE}u;
47
- const POSITION_OFFSET : u32 = ${DYNAMIC_MESH_VERTEX_POSITION_OFFSET}u;
48
- const COLOR_OFFSET : u32 = ${DYNAMIC_MESH_VERTEX_COLOR_OFFSET}u;
49
-
50
- struct DynamicMeshVertexOut {
51
- @builtin(position) clip : vec4<f32>,
52
- @location(0) color : vec4<f32>,
53
- }
54
-
55
- // Vertices are pulled from storage rather than bound as vertex buffers, which is how the rest of
56
- // the engine reads geometry: one pipeline then serves every dynamic mesh, whatever it holds.
57
- @vertex
58
- fn vs_main(@builtin(vertex_index) vi : u32) -> DynamicMeshVertexOut {
59
- let vertex = indices[vi];
60
- let base = vertex * VERTEX_STRIDE;
61
-
62
- let position = vec3<f32>(
63
- vertices[base + POSITION_OFFSET],
64
- vertices[base + POSITION_OFFSET + 1u],
65
- vertices[base + POSITION_OFFSET + 2u],
66
- );
67
-
68
- let color = vec4<f32>(
69
- vertices[base + COLOR_OFFSET],
70
- vertices[base + COLOR_OFFSET + 1u],
71
- vertices[base + COLOR_OFFSET + 2u],
72
- vertices[base + COLOR_OFFSET + 3u],
73
- );
74
-
75
- let world = draw.model * vec4<f32>(position, 1.0);
76
-
77
- var out : DynamicMeshVertexOut;
78
-
79
- out.clip = camera.view_projection_matrix * world;
80
- out.color = color * draw.color;
81
-
82
- return out;
83
- }
84
-
85
- @fragment
86
- fn fs_main(in : DynamicMeshVertexOut) -> @location(0) vec4<f32> {
87
- return in.color;
88
- }
89
- `, []
90
- );
91
-
92
- /**
93
- * Straight alpha over what is already there. Effect content trails, ribbons, CPU particles
94
- * composites over a finished scene rather than participating in it.
95
- */
96
- const DYNAMIC_MESH_BLEND = {
97
- color: {
98
- srcFactor: "src-alpha",
99
- dstFactor: "one-minus-src-alpha",
100
- operation: "add",
101
- },
102
- alpha: {
103
- srcFactor: "one",
104
- dstFactor: "one-minus-src-alpha",
105
- operation: "add",
106
- },
107
- };
108
-
109
- /**
110
- * Build the dynamic-mesh pipeline.
111
- *
112
- * Two modes, and `opaque` picks between them wholesale because the two halves of each are not
113
- * separable: blending over the scene only makes sense for something that must not occlude it, and
114
- * writing depth only makes sense for something that replaces what it covers.
115
- *
116
- * - **Effect (default).** Alpha over the frame, depth tested and never written. Trails, ribbons and
117
- * CPU particles draw after the standard geometry path has finished, so they must be occluded by
118
- * the scene without occluding anything themselves.
119
- * - **Opaque.** No blend, depth written. A solid surface going down this path — a decoded LOD cut,
120
- * a generated mesh with no meshlet build behind it has to occlude both the scene and itself,
121
- * and the depth buffer is the only thing that orders its own triangles against each other.
122
- *
123
- * `greater` is the comparison either way, because the engine is reverse-Z.
124
- *
125
- * @param {object} [options]
126
- * @param {string} [options.color_format]
127
- * @param {string} [options.depth_format]
128
- * @param {GPUCompareFunction} [options.depth_compare]
129
- * @param {boolean} [options.opaque] write depth and skip blending, rather than the reverse
130
- * @returns {RenderPipelineDescriptor}
131
- */
132
- export function create_dynamic_mesh_pipeline({
133
- color_format = "rgba16float",
134
- depth_format = "depth32float",
135
- depth_compare = "greater",
136
- opaque = false,
137
- } = {}) {
138
- const descriptor = ShaderDescriptor.from({ label: "Dynamic Mesh", body, resources });
139
- const code = descriptor.compile();
140
-
141
- return RenderPipelineDescriptor.from({
142
- label: opaque ? "Dynamic Mesh (opaque)" : "Dynamic Mesh",
143
- layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
144
- vertex: { module: { code }, entryPoint: "vs_main" },
145
- fragment: {
146
- module: { code },
147
- entryPoint: "fs_main",
148
- targets: [ColorTargetState.from({
149
- format: color_format,
150
- blend: opaque ? undefined : DYNAMIC_MESH_BLEND,
151
- })],
152
- },
153
- depthStencil: DepthStencilState.from({
154
- format: depth_format,
155
- depthWriteEnabled: opaque,
156
- depthCompare: depth_compare,
157
- }),
158
- // Nothing on this path promises a winding. Ribbons and trails are viewed from both sides by
159
- // definition, and a mesh decoded from a container carries whatever its source had — so
160
- // culling here would silently erase geometry rather than save work.
161
- primitive: { topology: "triangle-list", cullMode: "none" },
162
- });
163
- }
164
-
165
- /**
166
- * The pipeline's resource set, for building bind groups.
167
- *
168
- * @type {ShaderResourceSetDescriptor}
169
- */
170
- export const DYNAMIC_MESH_RESOURCES = resources;
1
+ import { ColorTargetState } from "../../descriptor/pipeline/render/ColorTargetState.js";
2
+ import { DepthStencilState } from "../../descriptor/pipeline/render/DepthStencilState.js";
3
+ import { RenderPipelineDescriptor } from "../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
4
+ import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
5
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
6
+ import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
7
+ import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
8
+ import { mat4x4f, vec4f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
9
+ import { WebGPUArray } from "../shader/type/WebGPUArray.js";
10
+ import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
11
+ import {
12
+ DYNAMIC_MESH_VERTEX_COLOR_OFFSET,
13
+ DYNAMIC_MESH_VERTEX_POSITION_OFFSET,
14
+ DYNAMIC_MESH_VERTEX_STRIDE
15
+ } from "./DYNAMIC_MESH_VERTEX.js";
16
+
17
+ /**
18
+ * Per-draw constants. One dynamic mesh is one draw, so this is small and rewritten per mesh per
19
+ * frame rather than tabled.
20
+ */
21
+ export const DYNAMIC_MESH_DRAW_STRUCT = WebGPUStruct.from({
22
+ /**
23
+ * Object → world. Dynamic meshes are usually built in world space already, in which case this
24
+ * is identity, but a trail rigidly attached to something is cheaper to build once in local
25
+ * space and transform.
26
+ */
27
+ model: mat4x4f,
28
+
29
+ /**
30
+ * Multiplied into every vertex colour. Alpha is what fades a whole effect out at once.
31
+ */
32
+ color: vec4f,
33
+ }, "DynamicMeshDraw").pack();
34
+
35
+ const resources = new ShaderResourceSetDescriptor();
36
+
37
+ resources.createGroup()
38
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
39
+ .addUniform("draw", DYNAMIC_MESH_DRAW_STRUCT)
40
+ .addStorageBuffer("vertices", WebGPUArray.f32, false)
41
+ .addStorageBuffer("indices", WebGPUArray.u32, false);
42
+
43
+ const body = CodeChunk.from(
44
+ //language=WGSL
45
+ `
46
+ const VERTEX_STRIDE : u32 = ${DYNAMIC_MESH_VERTEX_STRIDE}u;
47
+ const POSITION_OFFSET : u32 = ${DYNAMIC_MESH_VERTEX_POSITION_OFFSET}u;
48
+ const COLOR_OFFSET : u32 = ${DYNAMIC_MESH_VERTEX_COLOR_OFFSET}u;
49
+
50
+ struct DynamicMeshVertexOut {
51
+ @builtin(position) clip : vec4<f32>,
52
+ @location(0) color : vec4<f32>,
53
+ }
54
+
55
+ // Vertices are pulled from storage rather than bound as vertex buffers, which is how the rest of
56
+ // the engine reads geometry: one pipeline then serves every dynamic mesh, whatever it holds.
57
+ @vertex
58
+ fn vs_main(@builtin(vertex_index) vi : u32) -> DynamicMeshVertexOut {
59
+ let vertex = indices[vi];
60
+ let base = vertex * VERTEX_STRIDE;
61
+
62
+ let position = vec3<f32>(
63
+ vertices[base + POSITION_OFFSET],
64
+ vertices[base + POSITION_OFFSET + 1u],
65
+ vertices[base + POSITION_OFFSET + 2u],
66
+ );
67
+
68
+ let color = vec4<f32>(
69
+ vertices[base + COLOR_OFFSET],
70
+ vertices[base + COLOR_OFFSET + 1u],
71
+ vertices[base + COLOR_OFFSET + 2u],
72
+ vertices[base + COLOR_OFFSET + 3u],
73
+ );
74
+
75
+ let world = draw.model * vec4<f32>(position, 1.0);
76
+
77
+ var out : DynamicMeshVertexOut;
78
+
79
+ out.clip = camera.view_projection_matrix * world;
80
+ out.color = color * draw.color;
81
+
82
+ return out;
83
+ }
84
+
85
+ @fragment
86
+ fn fs_main(in : DynamicMeshVertexOut) -> @location(0) vec4<f32> {
87
+ return in.color;
88
+ }
89
+ `, []
90
+ );
91
+
92
+ /**
93
+ * The shader itself. One compilation, shared by every pipeline built from it the options below
94
+ * vary the pipeline state, never the WGSL.
95
+ *
96
+ * @type {ShaderDescriptor}
97
+ */
98
+ const descriptor = ShaderDescriptor.from({ label: "Dynamic Mesh", body, resources });
99
+
100
+ /**
101
+ * Straight alpha over what is already there. Effect content — trails, ribbons, CPU particles —
102
+ * composites over a finished scene rather than participating in it.
103
+ */
104
+ const DYNAMIC_MESH_BLEND = {
105
+ color: {
106
+ srcFactor: "src-alpha",
107
+ dstFactor: "one-minus-src-alpha",
108
+ operation: "add",
109
+ },
110
+ alpha: {
111
+ srcFactor: "one",
112
+ dstFactor: "one-minus-src-alpha",
113
+ operation: "add",
114
+ },
115
+ };
116
+
117
+ /**
118
+ * Build the dynamic-mesh pipeline.
119
+ *
120
+ * Two modes, and `opaque` picks between them wholesale because the two halves of each are not
121
+ * separable: blending over the scene only makes sense for something that must not occlude it, and
122
+ * writing depth only makes sense for something that replaces what it covers.
123
+ *
124
+ * - **Effect (default).** Alpha over the frame, depth tested and never written. Trails, ribbons and
125
+ * CPU particles draw after the standard geometry path has finished, so they must be occluded by
126
+ * the scene without occluding anything themselves.
127
+ * - **Opaque.** No blend, depth written. A solid surface going down this path — a decoded LOD cut,
128
+ * a generated mesh with no meshlet build behind it — has to occlude both the scene and itself,
129
+ * and the depth buffer is the only thing that orders its own triangles against each other.
130
+ *
131
+ * `greater` is the comparison either way, because the engine is reverse-Z.
132
+ *
133
+ * @param {object} [options]
134
+ * @param {string} [options.color_format]
135
+ * @param {string} [options.depth_format]
136
+ * @param {GPUCompareFunction} [options.depth_compare]
137
+ * @param {boolean} [options.opaque] write depth and skip blending, rather than the reverse
138
+ * @returns {RenderPipelineDescriptor}
139
+ */
140
+ export function create_dynamic_mesh_pipeline({
141
+ color_format = "rgba16float",
142
+ depth_format = "depth32float",
143
+ depth_compare = "greater",
144
+ opaque = false,
145
+ } = {}) {
146
+ const code = descriptor.source;
147
+
148
+ return RenderPipelineDescriptor.from({
149
+ label: opaque ? "Dynamic Mesh (opaque)" : "Dynamic Mesh",
150
+ layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
151
+ vertex: { module: { code }, entryPoint: "vs_main" },
152
+ fragment: {
153
+ module: { code },
154
+ entryPoint: "fs_main",
155
+ targets: [ColorTargetState.from({
156
+ format: color_format,
157
+ blend: opaque ? undefined : DYNAMIC_MESH_BLEND,
158
+ })],
159
+ },
160
+ depthStencil: DepthStencilState.from({
161
+ format: depth_format,
162
+ depthWriteEnabled: opaque,
163
+ depthCompare: depth_compare,
164
+ }),
165
+ // Nothing on this path promises a winding. Ribbons and trails are viewed from both sides by
166
+ // definition, and a mesh decoded from a container carries whatever its source had — so
167
+ // culling here would silently erase geometry rather than save work.
168
+ primitive: { topology: "triangle-list", cullMode: "none" },
169
+ });
170
+ }
171
+
172
+ /**
173
+ * The pipeline's resource set, for building bind groups.
174
+ *
175
+ * @type {ShaderResourceSetDescriptor}
176
+ */
177
+ export const DYNAMIC_MESH_RESOURCES = resources;