@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
@@ -1,217 +1,217 @@
1
- import { assert } from "../../../../core/assert.js";
2
- import { round_up } from "../../../../core/math/round_up.js";
3
- import { BufferResourceDescriptor } from "../../../device/graph/BufferResourceDescriptor.js";
4
- import { BVH_HEADER_WORDS, bvh_buffer_size } from "./BVH_BUFFER_LAYOUT.js";
5
- import { graph_radix_sort } from "../sort/graph_radix_sort.js";
6
- import { BVH_BUILD_SETTINGS_STRUCT, BVH_NO_ROOT_WORD } from "./BVH_BUILD_SETTINGS_STRUCT.js";
7
- import { shader_bvh_emit_hierarchy } from "./shader_bvh_emit_hierarchy.js";
8
- import { shader_bvh_morton } from "./shader_bvh_morton.js";
9
- import { shader_bvh_refit } from "./shader_bvh_refit.js";
10
-
11
- /**
12
- * Record a GPU LBVH build over a flat set of leaves: Morton code, sort, Karras emission, bottom-up
13
- * refit. Everything scene- or geometry-specific happens upstream, in whichever extraction pass
14
- * produced `leaf_bounds` / `leaf_payload` / `scene_bounds` — this recorder knows only that it has
15
- * `element_count` boxes with payloads and somewhere to put a tree.
16
- *
17
- * The output honours the format in {@link BVH_BUFFER_LAYOUT}: a `u32` root word, then `2N-1` nodes
18
- * with internal nodes at `[0, N-2]` (root = 0, by Karras's construction) and leaf `j` at `(N-1)+j`.
19
- * That ordering differs from the CPU path's slot-order-with-holes, which is legal because no
20
- * consumer reads node *order* — only the node format and the root word. It is also exactly the
21
- * BLAS convention (root at node 0), which is why the same recorder serves the geometry side later.
22
- *
23
- * `element_count` must be at least 1. A single leaf falls out of the same passes with no special
24
- * case anywhere: the sort has nothing to reorder and returns its input, emission's tail `if` skips
25
- * the internal node and writes leaf 0 at node 0 with `parents[0] = BVH_NULL_NODE`, and the refit's
26
- * one thread reads that terminator and stops. The only thing it needs is a counters buffer WebGPU
27
- * will accept, since a tree of one leaf has no internal node to count arrivals at.
28
- *
29
- * Zero leaves is refused. There is no tree to write and no dispatch to make — the caller writes
30
- * `root = BVH_NULL_NODE` host-side, which is the four bytes consumers already read as "empty".
31
- *
32
- * @param {FrameGraph} graph
33
- * @param {number} leaf_bounds buffer resource ID, `array<f32>`, six floats per leaf: `[min.xyz, max.xyz]`
34
- * @param {number} leaf_payload buffer resource ID, `array<u32>`, one per leaf — becomes the leaf's `child_2`
35
- * @param {number} scene_bounds buffer resource ID, `array<f32>`, six floats bounding every leaf centroid
36
- * @param {number} element_count number of leaves, at least 1
37
- * @param {number} nodes buffer resource ID to write the tree into, at least `bvh_buffer_size(element_count)` bytes
38
- * @param {number} [node_word_offset] u32 word the tree's node 0 starts at. Defaults to
39
- * {@link BVH_HEADER_WORDS} — straight after a root word, which is what a tree that owns its buffer
40
- * wants. A tree living inside a shared arena passes its address there instead.
41
- * @param {number} [root_word_offset] u32 word to write the root index into, or
42
- * {@link BVH_NO_ROOT_WORD} for a format that has no header. Defaults to word 0.
43
- * @returns {{nodes: number, keys: number, values: number}} the written tree, plus the Morton order
44
- * it was built from — `values[i]` is the leaf that sorted to position `i`. The permutation is what a
45
- * refit-only update would rewrite leaves through, and what the verify harness feeds the CPU oracle
46
- * so that a topology comparison tests emission rather than float rounding in the quantiser.
47
- */
48
- export function graph_bvh_build_lbvh({
49
- graph,
50
- leaf_bounds,
51
- leaf_payload,
52
- scene_bounds,
53
- element_count,
54
- nodes,
55
- node_word_offset = BVH_HEADER_WORDS,
56
- root_word_offset = 0,
57
- }) {
58
-
59
- assert.defined(graph, 'graph');
60
- assert.isNonNegativeInteger(leaf_bounds, 'leaf_bounds');
61
- assert.isNonNegativeInteger(leaf_payload, 'leaf_payload');
62
- assert.isNonNegativeInteger(scene_bounds, 'scene_bounds');
63
- assert.isNonNegativeInteger(nodes, 'nodes');
64
- assert.isNonNegativeInteger(element_count, 'element_count');
65
- assert.greaterThanOrEqual(element_count, 1, 'element_count — an empty tree is written host-side');
66
- assert.isNonNegativeInteger(node_word_offset, 'node_word_offset');
67
- assert.isNonNegativeInteger(root_word_offset, 'root_word_offset');
68
-
69
- const node_count = 2 * element_count - 1;
70
-
71
- // aligned on a 1k boundary to lower memory fragmentation, as the sort's own transients are
72
- const KEY_DESCRIPTOR = BufferResourceDescriptor.from(
73
- round_up(element_count * Uint32Array.BYTES_PER_ELEMENT, 1024),
74
- GPUBufferUsage.STORAGE
75
- );
76
-
77
- const PARENTS_DESCRIPTOR = BufferResourceDescriptor.from(
78
- round_up(node_count * Uint32Array.BYTES_PER_ELEMENT, 1024),
79
- GPUBufferUsage.STORAGE
80
- );
81
-
82
- // One per internal node. A single-leaf tree has none, and a zero-sized buffer is not a thing
83
- // WebGPU will hand out, so it gets one cell that nothing ever touches.
84
- const counters_size = Math.max(1, element_count - 1) * Uint32Array.BYTES_PER_ELEMENT;
85
-
86
- // Every build needs these at zero. A fresh buffer arrives zeroed; a pool-reused one carries
87
- // the previous build's arrival counts, which would let a first arrival believe it was a second
88
- // and fit a node from a sibling that has not been written yet.
89
- const COUNTERS_DESCRIPTOR = BufferResourceDescriptor.from(
90
- counters_size,
91
- GPUBufferUsage.STORAGE,
92
- 0, counters_size
93
- );
94
-
95
- // The build owns its `parents` and `leaf_nodes` outright — they are transients of this graph,
96
- // one tree to a buffer — so both start at word 0.
97
- const settings = {
98
- element_count,
99
- node_word_offset,
100
- root_word_offset,
101
- parents_offset: 0,
102
- leaf_nodes_offset: 0,
103
- };
104
-
105
- /**
106
- * @param pass_data
107
- * @param {FramePassResources} resources
108
- * @param {GraphicsExecutionContext} context
109
- */
110
- function execute_morton(pass_data, resources, context) {
111
- const encoder = context.encoder;
112
-
113
- shader_bvh_morton.dispatchLinear({
114
- encoder,
115
- element_count,
116
- bindings: {
117
- settings: encoder.allocateTransientValueBuffer(BVH_BUILD_SETTINGS_STRUCT, settings),
118
- leaf_bounds: resources.get(pass_data.leaf_bounds),
119
- scene_bounds: resources.get(pass_data.scene_bounds),
120
- keys: resources.get(pass_data.keys),
121
- values: resources.get(pass_data.values),
122
- }
123
- });
124
- }
125
-
126
- /**
127
- * @param pass_data
128
- * @param {FramePassResources} resources
129
- * @param {GraphicsExecutionContext} context
130
- */
131
- function execute_emit(pass_data, resources, context) {
132
- const encoder = context.encoder;
133
-
134
- const output = resources.get(pass_data.nodes);
135
-
136
- // the tree ends at its last node; where it starts is the caller's business
137
- const end_byte = (node_word_offset + (2 * element_count - 1) * 8) * Uint32Array.BYTES_PER_ELEMENT;
138
-
139
- assert.greaterThanOrEqual(output.size, end_byte, 'node buffer underflow');
140
-
141
- shader_bvh_emit_hierarchy.dispatchLinear({
142
- encoder,
143
- element_count,
144
- bindings: {
145
- settings: encoder.allocateTransientValueBuffer(BVH_BUILD_SETTINGS_STRUCT, settings),
146
- keys: resources.get(pass_data.keys),
147
- values: resources.get(pass_data.values),
148
- leaf_bounds: resources.get(pass_data.leaf_bounds),
149
- leaf_payload: resources.get(pass_data.leaf_payload),
150
- nodes: output,
151
- parents: resources.get(pass_data.parents),
152
- leaf_nodes: resources.get(pass_data.leaf_nodes),
153
- }
154
- });
155
- }
156
-
157
- /**
158
- * @param pass_data
159
- * @param {FramePassResources} resources
160
- * @param {GraphicsExecutionContext} context
161
- */
162
- function execute_refit(pass_data, resources, context) {
163
- const encoder = context.encoder;
164
-
165
- shader_bvh_refit.dispatchLinear({
166
- encoder,
167
- element_count,
168
- bindings: {
169
- settings: encoder.allocateTransientValueBuffer(BVH_BUILD_SETTINGS_STRUCT, settings),
170
- parents: resources.get(pass_data.parents),
171
- leaf_nodes: resources.get(pass_data.leaf_nodes),
172
- counters: resources.get(pass_data.counters),
173
- nodes: resources.get(pass_data.nodes),
174
- }
175
- });
176
- }
177
-
178
- const morton_data = {};
179
- const morton_pass = graph.add("bvh build/morton", morton_data, execute_morton);
180
-
181
- morton_data.leaf_bounds = morton_pass.read(leaf_bounds);
182
- morton_data.scene_bounds = morton_pass.read(scene_bounds);
183
- morton_data.keys = morton_pass.create("bvh build/morton keys", KEY_DESCRIPTOR);
184
- morton_data.values = morton_pass.create("bvh build/leaf order", KEY_DESCRIPTOR);
185
-
186
- const sorted = graph_radix_sort({
187
- graph,
188
- keys: morton_data.keys,
189
- values: morton_data.values,
190
- element_count,
191
- });
192
-
193
- const emit_data = {};
194
- const emit_pass = graph.add("bvh build/emit hierarchy", emit_data, execute_emit);
195
-
196
- emit_data.keys = emit_pass.read(sorted.keys);
197
- emit_data.values = emit_pass.read(sorted.values);
198
- emit_data.leaf_bounds = emit_pass.read(leaf_bounds);
199
- emit_data.leaf_payload = emit_pass.read(leaf_payload);
200
- emit_data.nodes = emit_pass.write(nodes);
201
- emit_data.parents = emit_pass.create("bvh build/parents", PARENTS_DESCRIPTOR);
202
- emit_data.leaf_nodes = emit_pass.create("bvh build/leaf nodes", KEY_DESCRIPTOR);
203
-
204
- const refit_data = {};
205
- const refit_pass = graph.add("bvh build/refit", refit_data, execute_refit);
206
-
207
- refit_data.parents = refit_pass.read(emit_data.parents);
208
- refit_data.leaf_nodes = refit_pass.read(emit_data.leaf_nodes);
209
- refit_data.counters = refit_pass.create("bvh build/refit counters", COUNTERS_DESCRIPTOR);
210
- refit_data.nodes = refit_pass.write(emit_data.nodes);
211
-
212
- return {
213
- nodes: refit_data.nodes,
214
- keys: sorted.keys,
215
- values: sorted.values,
216
- };
217
- }
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { round_up } from "../../../../core/math/round_up.js";
3
+ import { BufferResourceDescriptor } from "../../../device/graph/BufferResourceDescriptor.js";
4
+ import { BVH_HEADER_WORDS, bvh_buffer_size } from "./BVH_BUFFER_LAYOUT.js";
5
+ import { graph_radix_sort } from "../sort/graph_radix_sort.js";
6
+ import { BVH_BUILD_SETTINGS_STRUCT, BVH_NO_ROOT_WORD } from "./BVH_BUILD_SETTINGS_STRUCT.js";
7
+ import { shader_bvh_emit_hierarchy } from "./shader_bvh_emit_hierarchy.js";
8
+ import { shader_bvh_morton } from "./shader_bvh_morton.js";
9
+ import { shader_bvh_refit } from "./shader_bvh_refit.js";
10
+
11
+ /**
12
+ * Record a GPU LBVH build over a flat set of leaves: Morton code, sort, Karras emission, bottom-up
13
+ * refit. Everything scene- or geometry-specific happens upstream, in whichever extraction pass
14
+ * produced `leaf_bounds` / `leaf_payload` / `scene_bounds` — this recorder knows only that it has
15
+ * `element_count` boxes with payloads and somewhere to put a tree.
16
+ *
17
+ * The output honours the format in {@link BVH_BUFFER_LAYOUT}: a `u32` root word, then `2N-1` nodes
18
+ * with internal nodes at `[0, N-2]` (root = 0, by Karras's construction) and leaf `j` at `(N-1)+j`.
19
+ * That ordering differs from the CPU path's slot-order-with-holes, which is legal because no
20
+ * consumer reads node *order* — only the node format and the root word. It is also exactly the
21
+ * BLAS convention (root at node 0), which is why the same recorder serves the geometry side later.
22
+ *
23
+ * `element_count` must be at least 1. A single leaf falls out of the same passes with no special
24
+ * case anywhere: the sort has nothing to reorder and returns its input, emission's tail `if` skips
25
+ * the internal node and writes leaf 0 at node 0 with `parents[0] = BVH_NULL_NODE`, and the refit's
26
+ * one thread reads that terminator and stops. The only thing it needs is a counters buffer WebGPU
27
+ * will accept, since a tree of one leaf has no internal node to count arrivals at.
28
+ *
29
+ * Zero leaves is refused. There is no tree to write and no dispatch to make — the caller writes
30
+ * `root = BVH_NULL_NODE` host-side, which is the four bytes consumers already read as "empty".
31
+ *
32
+ * @param {FrameGraph} graph
33
+ * @param {number} leaf_bounds buffer resource ID, `array<f32>`, six floats per leaf: `[min.xyz, max.xyz]`
34
+ * @param {number} leaf_payload buffer resource ID, `array<u32>`, one per leaf — becomes the leaf's `child_2`
35
+ * @param {number} scene_bounds buffer resource ID, `array<f32>`, six floats bounding every leaf centroid
36
+ * @param {number} element_count number of leaves, at least 1
37
+ * @param {number} nodes buffer resource ID to write the tree into, at least `bvh_buffer_size(element_count)` bytes
38
+ * @param {number} [node_word_offset] u32 word the tree's node 0 starts at. Defaults to
39
+ * {@link BVH_HEADER_WORDS} — straight after a root word, which is what a tree that owns its buffer
40
+ * wants. A tree living inside a shared arena passes its address there instead.
41
+ * @param {number} [root_word_offset] u32 word to write the root index into, or
42
+ * {@link BVH_NO_ROOT_WORD} for a format that has no header. Defaults to word 0.
43
+ * @returns {{nodes: number, keys: number, values: number}} the written tree, plus the Morton order
44
+ * it was built from — `values[i]` is the leaf that sorted to position `i`. The permutation is what a
45
+ * refit-only update would rewrite leaves through, and what the verify harness feeds the CPU oracle
46
+ * so that a topology comparison tests emission rather than float rounding in the quantiser.
47
+ */
48
+ export function graph_bvh_build_lbvh({
49
+ graph,
50
+ leaf_bounds,
51
+ leaf_payload,
52
+ scene_bounds,
53
+ element_count,
54
+ nodes,
55
+ node_word_offset = BVH_HEADER_WORDS,
56
+ root_word_offset = 0,
57
+ }) {
58
+
59
+ assert.defined(graph, 'graph');
60
+ assert.isNonNegativeInteger(leaf_bounds, 'leaf_bounds');
61
+ assert.isNonNegativeInteger(leaf_payload, 'leaf_payload');
62
+ assert.isNonNegativeInteger(scene_bounds, 'scene_bounds');
63
+ assert.isNonNegativeInteger(nodes, 'nodes');
64
+ assert.isNonNegativeInteger(element_count, 'element_count');
65
+ assert.greaterThanOrEqual(element_count, 1, 'element_count — an empty tree is written host-side');
66
+ assert.isNonNegativeInteger(node_word_offset, 'node_word_offset');
67
+ assert.isNonNegativeInteger(root_word_offset, 'root_word_offset');
68
+
69
+ const node_count = 2 * element_count - 1;
70
+
71
+ // aligned on a 1k boundary to lower memory fragmentation, as the sort's own transients are
72
+ const KEY_DESCRIPTOR = BufferResourceDescriptor.from(
73
+ round_up(element_count * Uint32Array.BYTES_PER_ELEMENT, 1024),
74
+ GPUBufferUsage.STORAGE
75
+ );
76
+
77
+ const PARENTS_DESCRIPTOR = BufferResourceDescriptor.from(
78
+ round_up(node_count * Uint32Array.BYTES_PER_ELEMENT, 1024),
79
+ GPUBufferUsage.STORAGE
80
+ );
81
+
82
+ // One per internal node. A single-leaf tree has none, and a zero-sized buffer is not a thing
83
+ // WebGPU will hand out, so it gets one cell that nothing ever touches.
84
+ const counters_size = Math.max(1, element_count - 1) * Uint32Array.BYTES_PER_ELEMENT;
85
+
86
+ // Every build needs these at zero. A fresh buffer arrives zeroed; a pool-reused one carries
87
+ // the previous build's arrival counts, which would let a first arrival believe it was a second
88
+ // and fit a node from a sibling that has not been written yet.
89
+ const COUNTERS_DESCRIPTOR = BufferResourceDescriptor.from(
90
+ counters_size,
91
+ GPUBufferUsage.STORAGE,
92
+ 0, counters_size
93
+ );
94
+
95
+ // The build owns its `parents` and `leaf_nodes` outright — they are transients of this graph,
96
+ // one tree to a buffer — so both start at word 0.
97
+ const settings = {
98
+ element_count,
99
+ node_word_offset,
100
+ root_word_offset,
101
+ parents_offset: 0,
102
+ leaf_nodes_offset: 0,
103
+ };
104
+
105
+ /**
106
+ * @param pass_data
107
+ * @param {FramePassResources} resources
108
+ * @param {GraphicsExecutionContext} context
109
+ */
110
+ function execute_morton(pass_data, resources, context) {
111
+ const encoder = context.encoder;
112
+
113
+ shader_bvh_morton.dispatchThreads({
114
+ encoder,
115
+ thread_count_x: element_count,
116
+ bindings: {
117
+ settings: encoder.allocateTransientValueBuffer(BVH_BUILD_SETTINGS_STRUCT, settings),
118
+ leaf_bounds: resources.get(pass_data.leaf_bounds),
119
+ scene_bounds: resources.get(pass_data.scene_bounds),
120
+ keys: resources.get(pass_data.keys),
121
+ values: resources.get(pass_data.values),
122
+ }
123
+ });
124
+ }
125
+
126
+ /**
127
+ * @param pass_data
128
+ * @param {FramePassResources} resources
129
+ * @param {GraphicsExecutionContext} context
130
+ */
131
+ function execute_emit(pass_data, resources, context) {
132
+ const encoder = context.encoder;
133
+
134
+ const output = resources.get(pass_data.nodes);
135
+
136
+ // the tree ends at its last node; where it starts is the caller's business
137
+ const end_byte = (node_word_offset + (2 * element_count - 1) * 8) * Uint32Array.BYTES_PER_ELEMENT;
138
+
139
+ assert.greaterThanOrEqual(output.size, end_byte, 'node buffer underflow');
140
+
141
+ shader_bvh_emit_hierarchy.dispatchThreads({
142
+ encoder,
143
+ thread_count_x: element_count,
144
+ bindings: {
145
+ settings: encoder.allocateTransientValueBuffer(BVH_BUILD_SETTINGS_STRUCT, settings),
146
+ keys: resources.get(pass_data.keys),
147
+ values: resources.get(pass_data.values),
148
+ leaf_bounds: resources.get(pass_data.leaf_bounds),
149
+ leaf_payload: resources.get(pass_data.leaf_payload),
150
+ nodes: output,
151
+ parents: resources.get(pass_data.parents),
152
+ leaf_nodes: resources.get(pass_data.leaf_nodes),
153
+ }
154
+ });
155
+ }
156
+
157
+ /**
158
+ * @param pass_data
159
+ * @param {FramePassResources} resources
160
+ * @param {GraphicsExecutionContext} context
161
+ */
162
+ function execute_refit(pass_data, resources, context) {
163
+ const encoder = context.encoder;
164
+
165
+ shader_bvh_refit.dispatchThreads({
166
+ encoder,
167
+ thread_count_x: element_count,
168
+ bindings: {
169
+ settings: encoder.allocateTransientValueBuffer(BVH_BUILD_SETTINGS_STRUCT, settings),
170
+ parents: resources.get(pass_data.parents),
171
+ leaf_nodes: resources.get(pass_data.leaf_nodes),
172
+ counters: resources.get(pass_data.counters),
173
+ nodes: resources.get(pass_data.nodes),
174
+ }
175
+ });
176
+ }
177
+
178
+ const morton_data = {};
179
+ const morton_pass = graph.add("bvh build/morton", morton_data, execute_morton);
180
+
181
+ morton_data.leaf_bounds = morton_pass.read(leaf_bounds);
182
+ morton_data.scene_bounds = morton_pass.read(scene_bounds);
183
+ morton_data.keys = morton_pass.create("bvh build/morton keys", KEY_DESCRIPTOR);
184
+ morton_data.values = morton_pass.create("bvh build/leaf order", KEY_DESCRIPTOR);
185
+
186
+ const sorted = graph_radix_sort({
187
+ graph,
188
+ keys: morton_data.keys,
189
+ values: morton_data.values,
190
+ element_count,
191
+ });
192
+
193
+ const emit_data = {};
194
+ const emit_pass = graph.add("bvh build/emit hierarchy", emit_data, execute_emit);
195
+
196
+ emit_data.keys = emit_pass.read(sorted.keys);
197
+ emit_data.values = emit_pass.read(sorted.values);
198
+ emit_data.leaf_bounds = emit_pass.read(leaf_bounds);
199
+ emit_data.leaf_payload = emit_pass.read(leaf_payload);
200
+ emit_data.nodes = emit_pass.write(nodes);
201
+ emit_data.parents = emit_pass.create("bvh build/parents", PARENTS_DESCRIPTOR);
202
+ emit_data.leaf_nodes = emit_pass.create("bvh build/leaf nodes", KEY_DESCRIPTOR);
203
+
204
+ const refit_data = {};
205
+ const refit_pass = graph.add("bvh build/refit", refit_data, execute_refit);
206
+
207
+ refit_data.parents = refit_pass.read(emit_data.parents);
208
+ refit_data.leaf_nodes = refit_pass.read(emit_data.leaf_nodes);
209
+ refit_data.counters = refit_pass.create("bvh build/refit counters", COUNTERS_DESCRIPTOR);
210
+ refit_data.nodes = refit_pass.write(emit_data.nodes);
211
+
212
+ return {
213
+ nodes: refit_data.nodes,
214
+ keys: sorted.keys,
215
+ values: sorted.values,
216
+ };
217
+ }
@@ -1 +1 @@
1
- {"version":3,"file":"shader_bvh_emit_hierarchy.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js"],"names":[],"mappings":"AAgBA,yCAA0C;AAqG1C;;;;;;;;;;;;;;;;;;;GAmBG;AACH,wCAFU,aAAa,CAOpB;8BA1I2B,+BAA+B"}
1
+ {"version":3,"file":"shader_bvh_emit_hierarchy.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js"],"names":[],"mappings":"AAgBA,yCAA0C;AAqG1C;;;;;;;;;;;;;;;;;;;GAmBG;AACH,wCAFU,aAAa,CAMpB;8BAzI2B,+BAA+B"}