@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.
- package/README.md +14 -18
- package/build/bundle-worker-terrain.js +1 -1
- package/editor/SelectionVisualizer.js +127 -127
- package/editor/entity_world_bounds.js +27 -27
- package/editor/particles/rebuildParticleEmitter.js +31 -31
- package/editor/process/SymbolicDisplayProcess.js +1 -1
- package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
- package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
- package/editor/prototypeEditorShell.js +156 -156
- package/editor/selection/editor_pick.js +130 -130
- package/editor/selection/screen_rect_frustum.js +119 -119
- package/editor/tools/v2/TransformControls.js +971 -971
- package/package.json +1 -1
- package/src/engine/Engine.d.ts +3 -3
- package/src/engine/Engine.d.ts.map +1 -1
- package/src/engine/Engine.js +726 -726
- package/src/engine/EngineHarness.d.ts +1 -1
- package/src/engine/EngineHarness.js +590 -590
- package/src/engine/ecs/HIERARCHY_REVIEW.md +717 -717
- package/src/engine/ecs/terrain/ecs/BuildLightTexture.d.ts +1 -1
- package/src/engine/ecs/terrain/ecs/BuildLightTexture.js +27 -27
- package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -5
- package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
- package/src/engine/ecs/terrain/ecs/Terrain.js +790 -790
- package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -129
- package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +1 -1
- package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -28
- package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +1 -1
- package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +428 -428
- package/src/engine/graphics/ecs/water/Water.d.ts +1 -1
- package/src/engine/graphics/ecs/water/Water.js +104 -104
- package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +1 -1
- package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1 -1
- package/src/engine/graphics3/AnimationGraphSystem.d.ts +65 -0
- package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -0
- package/src/engine/graphics3/AnimationGraphSystem.js +329 -0
- package/src/engine/graphics3/AnimationGraphSystem3.d.ts +6 -61
- package/src/engine/graphics3/AnimationGraphSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/AnimationGraphSystem3.js +6 -325
- package/src/engine/graphics3/AnimationSystem.d.ts +76 -0
- package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -0
- package/src/engine/graphics3/AnimationSystem.js +352 -0
- package/src/engine/graphics3/AnimationSystem3.d.ts +6 -72
- package/src/engine/graphics3/AnimationSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/AnimationSystem3.js +6 -348
- package/src/engine/graphics3/CameraSystem.d.ts +49 -0
- package/src/engine/graphics3/CameraSystem.d.ts.map +1 -0
- package/src/engine/graphics3/CameraSystem.js +170 -0
- package/src/engine/graphics3/CameraSystem3.d.ts +6 -45
- package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/CameraSystem3.js +6 -166
- package/src/engine/graphics3/DebugDrawSystem.d.ts +72 -0
- package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -0
- package/src/engine/graphics3/DebugDrawSystem.js +205 -0
- package/src/engine/graphics3/DebugDrawSystem3.d.ts +6 -68
- package/src/engine/graphics3/DebugDrawSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/DebugDrawSystem3.js +6 -201
- package/src/engine/graphics3/DecalSystem.d.ts +81 -0
- package/src/engine/graphics3/DecalSystem.d.ts.map +1 -0
- package/src/engine/graphics3/DecalSystem.js +441 -0
- package/src/engine/graphics3/DecalSystem3.d.ts +6 -77
- package/src/engine/graphics3/DecalSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/DecalSystem3.js +6 -437
- package/src/engine/graphics3/FogOfWarSystem.d.ts +74 -0
- package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -0
- package/src/engine/graphics3/FogOfWarSystem.js +265 -0
- package/src/engine/graphics3/FogOfWarSystem3.d.ts +6 -70
- package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/FogOfWarSystem3.js +6 -261
- package/src/engine/graphics3/GraphicsEngine.d.ts +340 -0
- package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -0
- package/src/engine/graphics3/GraphicsEngine.js +790 -0
- package/src/engine/graphics3/GraphicsEngine3.d.ts +6 -336
- package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
- package/src/engine/graphics3/GraphicsEngine3.js +6 -786
- package/src/engine/graphics3/HighlightSystem.d.ts +82 -0
- package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -0
- package/src/engine/graphics3/HighlightSystem.js +241 -0
- package/src/engine/graphics3/HighlightSystem3.d.ts +6 -78
- package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/HighlightSystem3.js +6 -237
- package/src/engine/graphics3/LightSystem.d.ts +40 -0
- package/src/engine/graphics3/LightSystem.d.ts.map +1 -0
- package/src/engine/graphics3/LightSystem.js +211 -0
- package/src/engine/graphics3/LightSystem3.d.ts +6 -36
- package/src/engine/graphics3/LightSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/LightSystem3.js +6 -207
- package/src/engine/graphics3/MeshSystem.d.ts +106 -0
- package/src/engine/graphics3/MeshSystem.d.ts.map +1 -0
- package/src/engine/graphics3/MeshSystem.js +647 -0
- package/src/engine/graphics3/MeshSystem3.d.ts +6 -102
- package/src/engine/graphics3/MeshSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/MeshSystem3.js +6 -642
- package/src/engine/graphics3/ParticipatingMedia.d.ts +2 -2
- package/src/engine/graphics3/ParticipatingMedia.js +203 -203
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +87 -0
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -0
- package/src/engine/graphics3/ParticipatingMediaSystem.js +184 -0
- package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +6 -83
- package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMediaSystem3.js +6 -180
- package/src/engine/graphics3/ParticleEmitterSystem.d.ts +76 -0
- package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -0
- package/src/engine/graphics3/ParticleEmitterSystem.js +289 -0
- package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +6 -72
- package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/ParticleEmitterSystem3.js +6 -285
- package/src/engine/graphics3/PathDisplaySystem.d.ts +70 -0
- package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -0
- package/src/engine/graphics3/PathDisplaySystem.js +309 -0
- package/src/engine/graphics3/PathDisplaySystem3.d.ts +6 -66
- package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +1 -1
- package/src/engine/graphics3/PathDisplaySystem3.js +6 -305
- package/src/engine/graphics3/Pickable.d.ts +1 -1
- package/src/engine/graphics3/Pickable.js +65 -65
- package/src/engine/graphics3/PickingQuery.d.ts +1 -1
- package/src/engine/graphics3/PickingQuery.js +48 -48
- package/src/engine/graphics3/PickingSystem.d.ts +67 -0
- package/src/engine/graphics3/PickingSystem.d.ts.map +1 -0
- package/src/engine/graphics3/PickingSystem.js +273 -0
- package/src/engine/graphics3/PickingSystem3.d.ts +6 -63
- package/src/engine/graphics3/PickingSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/PickingSystem3.js +6 -269
- package/src/engine/graphics3/ShadedGeometrySystem.d.ts +47 -0
- package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -0
- package/src/engine/graphics3/ShadedGeometrySystem.js +169 -0
- package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +6 -43
- package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +1 -1
- package/src/engine/graphics3/ShadedGeometrySystem3.js +6 -165
- package/src/engine/graphics3/TerrainSystem.d.ts +80 -0
- package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -0
- package/src/engine/graphics3/TerrainSystem.js +566 -0
- package/src/engine/graphics3/TerrainSystem3.d.ts +6 -76
- package/src/engine/graphics3/TerrainSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/TerrainSystem3.js +6 -562
- package/src/engine/graphics3/TooltipComponentSystem.d.ts +65 -0
- package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -0
- package/src/engine/graphics3/TooltipComponentSystem.js +328 -0
- package/src/engine/graphics3/TooltipComponentSystem3.d.ts +6 -61
- package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/TooltipComponentSystem3.js +6 -324
- package/src/engine/graphics3/Trail3DSystem.d.ts +73 -0
- package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -0
- package/src/engine/graphics3/Trail3DSystem.js +221 -0
- package/src/engine/graphics3/Trail3DSystem3.d.ts +6 -69
- package/src/engine/graphics3/Trail3DSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/Trail3DSystem3.js +6 -217
- package/src/engine/graphics3/VolumetricLightMap.d.ts +2 -2
- package/src/engine/graphics3/VolumetricLightMap.js +2 -2
- package/src/engine/graphics3/VolumetricLightMapSystem.d.ts +98 -0
- package/src/engine/graphics3/VolumetricLightMapSystem.d.ts.map +1 -0
- package/src/engine/graphics3/VolumetricLightMapSystem.js +261 -0
- package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +6 -94
- package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/VolumetricLightMapSystem3.js +10 -261
- package/src/engine/graphics3/WaterSystem.d.ts +59 -0
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -0
- package/src/engine/graphics3/WaterSystem.js +293 -0
- package/src/engine/graphics3/WaterSystem3.d.ts +6 -55
- package/src/engine/graphics3/WaterSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem3.js +6 -289
- package/src/engine/graphics3/animation/AnimationGraphController.d.ts +1 -1
- package/src/engine/graphics3/animation/AnimationGraphController.js +518 -518
- package/src/engine/graphics3/animation/ClipListPlayer.d.ts +1 -1
- package/src/engine/graphics3/animation/ClipListPlayer.js +263 -263
- package/src/engine/graphics3/animation/ClipPlayback.d.ts +2 -2
- package/src/engine/graphics3/animation/ClipPlayback.js +84 -84
- package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
- package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
- package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
- package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
- package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
- package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
- package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
- package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
- package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
- package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
- package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
- package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
- package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
- package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
- package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
- package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
- package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
- package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
- package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.d.ts +16 -2
- package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.d.ts.map +1 -1
- package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.js +28 -4
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts +1 -1
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts.map +1 -1
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.js +5 -2
- package/src/shade/device/IMMEDIATE_DATA_PLAN_2026_08_28.md +564 -451
- package/src/shade/device/ShadeGPUCommandContext.d.ts +18 -2
- package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
- package/src/shade/device/ShadeGPUCommandContext.js +994 -940
- package/src/shade/device/immediate_data_supported.d.ts +33 -0
- package/src/shade/device/immediate_data_supported.d.ts.map +1 -0
- package/src/shade/device/immediate_data_supported.js +53 -0
- package/src/shade/device/mock/SoftwareGPUCommandEncoder.d.ts +18 -0
- package/src/shade/device/mock/SoftwareGPUCommandEncoder.d.ts.map +1 -1
- package/src/shade/device/mock/SoftwareGPUCommandEncoder.js +24 -0
- package/src/shade/device/mock/SoftwareGPUComputePassEncoder.d.ts +7 -0
- package/src/shade/device/mock/SoftwareGPUComputePassEncoder.d.ts.map +1 -1
- package/src/shade/device/mock/SoftwareGPUComputePassEncoder.js +49 -1
- package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
- package/src/shade/device/mock/SoftwareGPUDevice.js +20 -2
- package/src/shade/device/mock/SoftwareGPUImmediateData.d.ts +65 -0
- package/src/shade/device/mock/SoftwareGPUImmediateData.d.ts.map +1 -0
- package/src/shade/device/mock/SoftwareGPUImmediateData.js +160 -0
- package/src/shade/device/mock/SoftwareGPURenderPassEncoder.d.ts +7 -0
- package/src/shade/device/mock/SoftwareGPURenderPassEncoder.d.ts.map +1 -1
- package/src/shade/device/mock/SoftwareGPURenderPassEncoder.js +50 -0
- package/src/shade/device/mock/pipeline_immediate_size.d.ts +11 -0
- package/src/shade/device/mock/pipeline_immediate_size.d.ts.map +1 -0
- package/src/shade/device/mock/pipeline_immediate_size.js +18 -0
- package/src/shade/device/pipeline/PipelineLayoutManager.d.ts.map +1 -1
- package/src/shade/device/pipeline/PipelineLayoutManager.js +1 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +0 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +0 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +133 -134
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
- package/src/shade/renderer/GraphicsContext.d.ts +9 -2
- package/src/shade/renderer/GraphicsContext.d.ts.map +1 -1
- package/src/shade/renderer/GraphicsContext.js +13 -1
- package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
- package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
- package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
- package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
- package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
- package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
- package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_tick.js +125 -126
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +98 -99
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +212 -213
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +120 -121
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +75 -76
- package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +371 -372
- package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
- package/src/shade/renderer/atmosphere/GPUSky.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/GPUSky.js +145 -142
- package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts +34 -0
- package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.js +36 -0
- package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts +20 -0
- package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.js +25 -0
- package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts +14 -1
- package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.js +163 -177
- package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.d.ts +20 -0
- package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.js +46 -0
- package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts +11 -1
- package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.js +57 -27
- package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts +19 -1
- package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.js +69 -33
- package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts +13 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.js +35 -35
- package/src/shade/renderer/atmosphere/chunk_sky_lut_params.d.ts +13 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_params.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_params.js +38 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_texel_to_unit.d.ts +17 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_texel_to_unit.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_texel_to_unit.js +29 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_uv.d.ts +21 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_uv.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_uv.js +42 -0
- package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts +2 -2
- package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +164 -84
- package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.js +215 -204
- package/src/shade/renderer/atmosphere/shader_transmittance_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/shader_transmittance_lut.js +79 -67
- package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +136 -136
- package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
- package/src/shade/renderer/buffer/table/GPUDatabase.js +2 -3
- package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +319 -319
- package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
- package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +41 -42
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- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +20 -2
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js +29 -18
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.js +260 -260
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.d.ts +53 -3
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.js +175 -59
- package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts +0 -2
- package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +17 -6
- package/src/shade/renderer/water/shader_water.js +246 -246
- package/src/shade/vitest.setup.mjs +1 -1
- package/src/shade/wgsl/emulator/ComputeShaderEmulator.js +291 -291
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +8 -1
- package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLLanguageCore.js +1325 -1297
- package/src/view/minimap/Minimap.d.ts +2 -2
- package/src/view/minimap/Minimap.d.ts.map +1 -1
- package/src/view/minimap/Minimap.js +225 -225
- package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
- package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
- package/src/view/minimap/dom/MinimapCameraView.js +206 -206
- package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts +0 -3
- package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts.map +0 -1
- package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
- package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.d.ts +0 -2
- package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.js +0 -1
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import { GPUShaderStage } from "../../../descriptor/GPUShaderStage.js";
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import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
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import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
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import { G_BUFFER_COLOR_TARGETS } from "../../gbuffer/G_BUFFER_COLOR_TARGETS.js";
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
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import { ShaderResourceGroupDescriptor } from "../../shader/resource/ShaderResourceGroupDescriptor.js";
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import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
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import { VT_STACK_INFO_STRUCT } from "../../texture/virtual/VT_STACK_INFO_STRUCT.js";
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import { MATERIAL_METADATA_STRUCT } from "../MATERIAL_METADATA_STRUCT.js";
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import {
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build_gbuffer_fragment_body,
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g_buffer_scene_resources,
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g_buffer_viz_resources,
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} from "./fragment_gbuffer.js";
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import { material_gbuffer_vertex_shader_code } from "./material_gbuffer_vertex.js";
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/**
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* Group 0 of the virtual-texture material variant. Replaces the four
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* per-material texture bindings of the standard group with the VT globals:
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* the shared page table, the stack info buffer and the physical cache
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* layers — identical for every VT material, which is what lets hundreds of
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* them share one pipeline and the same feedback/table infrastructure.
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* Emissive stays a regular per-material texture (emissive maps are rarely
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* the memory problem VT solves).
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*
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* `material_info` must stay at binding 0 — the shared vertex stage
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* ({@link material_gbuffer_vertex_shader_code}) addresses it there.
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*/
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export const SHADING_MATERIAL_VT_RESOURCE_GROUP = new ShaderResourceGroupDescriptor();
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SHADING_MATERIAL_VT_RESOURCE_GROUP.label = "Material VT";
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SHADING_MATERIAL_VT_RESOURCE_GROUP
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.addUniform("material_info", MATERIAL_METADATA_STRUCT)
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.addTexture("texture_emissive", "float")
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.addSampler("texture_emissive_sampler")
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.addTexture("vt_page_table", "uint")
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.addStorageBuffer("vt_stacks", WebGPUArray.from(VT_STACK_INFO_STRUCT))
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.addTexture("vt_cache_albedo", "float")
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.addTexture("vt_cache_normal", "float")
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.addTexture("vt_cache_orm", "float")
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.addSampler("vt_cache_sampler");
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export const vt_gbuffer_shader_resources = new ShaderResourceSetDescriptor();
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// group order mirrors the standard material set — groups 1 and 2 are the
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// *same descriptor objects*, so the two pipelines are bind-group compatible
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// and the material pass can set viz/scene groups once for both
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vt_gbuffer_shader_resources.addGroup(SHADING_MATERIAL_VT_RESOURCE_GROUP);
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vt_gbuffer_shader_resources.addGroup(g_buffer_viz_resources);
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vt_gbuffer_shader_resources.addGroup(g_buffer_scene_resources);
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vt_gbuffer_shader_resources.addVisibility(GPUShaderStage.FRAGMENT);
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vt_gbuffer_shader_resources.getResourceByName("material_info").addVisibility(GPUShaderStage.VERTEX);
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const chunk_vt_sample_layer = new WeakMap();
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/**
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* Build the VT variant of the G-buffer material pipeline for a concrete
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* cache geometry. Called (and memoized) by the VirtualTextureManager once
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* its configuration is frozen.
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*
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* Sampling model (v1): one page-table fetch per pixel serves all three
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* layers — the stack's UV set, wrap mode and residency resolve once, then
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* albedo/normal/ORM are three bilinear fetches at the same physical
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* coordinate in their respective atlases. Missing layers and not-yet-
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* resident cells fall back to per-layer neutral values (albedo falls back
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* to the stack's average colour).
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*
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* @param {CodeChunk} chunk_vt_lookup from {@link build_chunk_vt_lookup}
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* @returns {RenderPipelineDescriptor}
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*/
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export function build_vt_material_pipeline_descriptor(chunk_vt_lookup) {
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let sample_chunk = chunk_vt_sample_layer.get(chunk_vt_lookup);
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if (sample_chunk === undefined) {
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sample_chunk = CodeChunk.from(
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//language=WGSL
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`
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fn vt_sample_layer(
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cache: texture_2d<f32>,
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cache_sampler: sampler,
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phys: VTPhysical,
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available: bool,
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fallback: vec4<f32>,
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) -> vec4<f32> {
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if (!available) {
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return fallback;
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}
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// physical atlases are single-mip; virtual mip selection already
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// happened through the page table
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return textureSampleLevel(cache, cache_sampler, phys.uv, 0.0);
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}
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`,
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[chunk_vt_lookup]
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);
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chunk_vt_sample_layer.set(chunk_vt_lookup, sample_chunk);
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}
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const body = build_gbuffer_fragment_body(
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{
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prelude: `
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// ── virtual texture resolve, once per pixel for all layers ──────
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let vt_info = vt_stacks[material_info.vt_stack];
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let vt_layer_mask = vt_info.flags >> 8u;
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if ((vt_info.flags & VT_STACK_FLAG_UV_SET_1) != 0u) {
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// stack binds the second UV set — re-interpolate and re-bias
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uv_info = barycentric_interpolate_uv(barycentric, vertex_0.uv1, vertex_1.uv1, vertex_2.uv1);
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uv_info.ddx *= uv_derivative_bias.x;
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uv_info.ddy *= uv_derivative_bias.y;
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}
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let vt_uv = vt_stack_wrap_uv(uv_info.uv, vt_info.flags);
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let vt_mip = vt_mip_select(vt_info, uv_info.ddx, uv_info.ddy, 0.0);
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let vt_entry = vt_page_table_load(vt_page_table, vt_info, vt_uv, vt_mip);
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var vt_phys = VTPhysical(vec2<f32>(0.0), 0.0);
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if (vt_entry.valid) {
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vt_phys = vt_physical_uv(vt_entry, vt_info, vt_uv);
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}
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`,
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orm: `vt_sample_layer(vt_cache_orm, vt_cache_sampler, vt_phys, vt_entry.valid && (vt_layer_mask & 4u) != 0u, vec4<f32>(1.0, 1.0, 0.0, 1.0))`,
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normal: `vt_sample_layer(vt_cache_normal, vt_cache_sampler, vt_phys, vt_entry.valid && (vt_layer_mask & 2u) != 0u, vec4<f32>(0.5, 0.5, 1.0, 1.0)).rgb * 2.0 - 1.0`,
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diffuse: `vt_sample_layer(vt_cache_albedo, vt_cache_sampler, vt_phys, vt_entry.valid && (vt_layer_mask & 1u) != 0u, vt_info.average_color)`,
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emissive: `textureSampleBarycentric(texture_emissive, texture_emissive_sampler, uv_info).rgb`,
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},
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[
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sample_chunk,
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]
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);
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const shader = ShaderDescriptor.from({
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label: "Material / GBuffer laydown (virtual texture)",
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resources: vt_gbuffer_shader_resources,
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body,
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});
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return RenderPipelineDescriptor.from({
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label: "VT material / Viz-Buffer to G-Buffer laydown",
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layout: vt_gbuffer_shader_resources.generatePipelineLayoutDescriptor(),
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vertex: {
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module: {
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code: material_gbuffer_vertex_shader_code
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}
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},
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fragment: {
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module: {
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code: shader.
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},
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targets: G_BUFFER_COLOR_TARGETS
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},
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depthStencil: {
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// depth is a material mask — see the standard material pipeline
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depthCompare: 'equal',
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format: 'depth32float',
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depthWriteEnabled: false
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},
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primitive: {
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topology: 'triangle-list',
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cullMode: 'none',
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}
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});
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}
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import { GPUShaderStage } from "../../../descriptor/GPUShaderStage.js";
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import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
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import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
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import { G_BUFFER_COLOR_TARGETS } from "../../gbuffer/G_BUFFER_COLOR_TARGETS.js";
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
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import { ShaderResourceGroupDescriptor } from "../../shader/resource/ShaderResourceGroupDescriptor.js";
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import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
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import { VT_STACK_INFO_STRUCT } from "../../texture/virtual/VT_STACK_INFO_STRUCT.js";
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import { MATERIAL_METADATA_STRUCT } from "../MATERIAL_METADATA_STRUCT.js";
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import {
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build_gbuffer_fragment_body,
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g_buffer_scene_resources,
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g_buffer_viz_resources,
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} from "./fragment_gbuffer.js";
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import { material_gbuffer_vertex_shader_code } from "./material_gbuffer_vertex.js";
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/**
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* Group 0 of the virtual-texture material variant. Replaces the four
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* per-material texture bindings of the standard group with the VT globals:
|
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21
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+
* the shared page table, the stack info buffer and the physical cache
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22
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+
* layers — identical for every VT material, which is what lets hundreds of
|
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23
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+
* them share one pipeline and the same feedback/table infrastructure.
|
|
24
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+
* Emissive stays a regular per-material texture (emissive maps are rarely
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25
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* the memory problem VT solves).
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*
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* `material_info` must stay at binding 0 — the shared vertex stage
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* ({@link material_gbuffer_vertex_shader_code}) addresses it there.
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*/
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export const SHADING_MATERIAL_VT_RESOURCE_GROUP = new ShaderResourceGroupDescriptor();
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SHADING_MATERIAL_VT_RESOURCE_GROUP.label = "Material VT";
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SHADING_MATERIAL_VT_RESOURCE_GROUP
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.addUniform("material_info", MATERIAL_METADATA_STRUCT)
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.addTexture("texture_emissive", "float")
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.addSampler("texture_emissive_sampler")
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.addTexture("vt_page_table", "uint")
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.addStorageBuffer("vt_stacks", WebGPUArray.from(VT_STACK_INFO_STRUCT))
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.addTexture("vt_cache_albedo", "float")
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.addTexture("vt_cache_normal", "float")
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.addTexture("vt_cache_orm", "float")
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.addSampler("vt_cache_sampler");
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export const vt_gbuffer_shader_resources = new ShaderResourceSetDescriptor();
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// group order mirrors the standard material set — groups 1 and 2 are the
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// *same descriptor objects*, so the two pipelines are bind-group compatible
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// and the material pass can set viz/scene groups once for both
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vt_gbuffer_shader_resources.addGroup(SHADING_MATERIAL_VT_RESOURCE_GROUP);
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vt_gbuffer_shader_resources.addGroup(g_buffer_viz_resources);
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vt_gbuffer_shader_resources.addGroup(g_buffer_scene_resources);
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vt_gbuffer_shader_resources.addVisibility(GPUShaderStage.FRAGMENT);
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vt_gbuffer_shader_resources.getResourceByName("material_info").addVisibility(GPUShaderStage.VERTEX);
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+
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const chunk_vt_sample_layer = new WeakMap();
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/**
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* Build the VT variant of the G-buffer material pipeline for a concrete
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61
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+
* cache geometry. Called (and memoized) by the VirtualTextureManager once
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62
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+
* its configuration is frozen.
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63
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+
*
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64
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+
* Sampling model (v1): one page-table fetch per pixel serves all three
|
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65
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+
* layers — the stack's UV set, wrap mode and residency resolve once, then
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66
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+
* albedo/normal/ORM are three bilinear fetches at the same physical
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67
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+
* coordinate in their respective atlases. Missing layers and not-yet-
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68
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* resident cells fall back to per-layer neutral values (albedo falls back
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* to the stack's average colour).
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*
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* @param {CodeChunk} chunk_vt_lookup from {@link build_chunk_vt_lookup}
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* @returns {RenderPipelineDescriptor}
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*/
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export function build_vt_material_pipeline_descriptor(chunk_vt_lookup) {
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let sample_chunk = chunk_vt_sample_layer.get(chunk_vt_lookup);
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if (sample_chunk === undefined) {
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sample_chunk = CodeChunk.from(
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//language=WGSL
|
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`
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fn vt_sample_layer(
|
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cache: texture_2d<f32>,
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cache_sampler: sampler,
|
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phys: VTPhysical,
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available: bool,
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fallback: vec4<f32>,
|
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) -> vec4<f32> {
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if (!available) {
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return fallback;
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}
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// physical atlases are single-mip; virtual mip selection already
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// happened through the page table
|
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return textureSampleLevel(cache, cache_sampler, phys.uv, 0.0);
|
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}
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`,
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[chunk_vt_lookup]
|
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+
);
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+
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chunk_vt_sample_layer.set(chunk_vt_lookup, sample_chunk);
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}
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const body = build_gbuffer_fragment_body(
|
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{
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prelude: `
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// ── virtual texture resolve, once per pixel for all layers ──────
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let vt_info = vt_stacks[material_info.vt_stack];
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let vt_layer_mask = vt_info.flags >> 8u;
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+
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+
if ((vt_info.flags & VT_STACK_FLAG_UV_SET_1) != 0u) {
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// stack binds the second UV set — re-interpolate and re-bias
|
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uv_info = barycentric_interpolate_uv(barycentric, vertex_0.uv1, vertex_1.uv1, vertex_2.uv1);
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uv_info.ddx *= uv_derivative_bias.x;
|
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uv_info.ddy *= uv_derivative_bias.y;
|
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+
}
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+
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+
let vt_uv = vt_stack_wrap_uv(uv_info.uv, vt_info.flags);
|
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let vt_mip = vt_mip_select(vt_info, uv_info.ddx, uv_info.ddy, 0.0);
|
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let vt_entry = vt_page_table_load(vt_page_table, vt_info, vt_uv, vt_mip);
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+
|
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var vt_phys = VTPhysical(vec2<f32>(0.0), 0.0);
|
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+
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if (vt_entry.valid) {
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vt_phys = vt_physical_uv(vt_entry, vt_info, vt_uv);
|
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+
}
|
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|
+
`,
|
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|
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orm: `vt_sample_layer(vt_cache_orm, vt_cache_sampler, vt_phys, vt_entry.valid && (vt_layer_mask & 4u) != 0u, vec4<f32>(1.0, 1.0, 0.0, 1.0))`,
|
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|
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normal: `vt_sample_layer(vt_cache_normal, vt_cache_sampler, vt_phys, vt_entry.valid && (vt_layer_mask & 2u) != 0u, vec4<f32>(0.5, 0.5, 1.0, 1.0)).rgb * 2.0 - 1.0`,
|
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|
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diffuse: `vt_sample_layer(vt_cache_albedo, vt_cache_sampler, vt_phys, vt_entry.valid && (vt_layer_mask & 1u) != 0u, vt_info.average_color)`,
|
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|
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emissive: `textureSampleBarycentric(texture_emissive, texture_emissive_sampler, uv_info).rgb`,
|
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|
+
},
|
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|
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[
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sample_chunk,
|
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|
+
]
|
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|
+
);
|
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|
+
|
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|
+
const shader = ShaderDescriptor.from({
|
|
139
|
+
label: "Material / GBuffer laydown (virtual texture)",
|
|
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|
+
resources: vt_gbuffer_shader_resources,
|
|
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|
+
body,
|
|
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|
+
});
|
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|
+
|
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|
+
return RenderPipelineDescriptor.from({
|
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|
+
label: "VT material / Viz-Buffer to G-Buffer laydown",
|
|
146
|
+
layout: vt_gbuffer_shader_resources.generatePipelineLayoutDescriptor(),
|
|
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|
+
vertex: {
|
|
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|
+
module: {
|
|
149
|
+
code: material_gbuffer_vertex_shader_code
|
|
150
|
+
}
|
|
151
|
+
},
|
|
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|
+
fragment: {
|
|
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|
+
module: {
|
|
154
|
+
code: shader.source,
|
|
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|
+
},
|
|
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|
+
targets: G_BUFFER_COLOR_TARGETS
|
|
157
|
+
},
|
|
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|
+
depthStencil: {
|
|
159
|
+
// depth is a material mask — see the standard material pipeline
|
|
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|
+
depthCompare: 'equal',
|
|
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|
+
format: 'depth32float',
|
|
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|
+
depthWriteEnabled: false
|
|
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|
+
},
|
|
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|
+
primitive: {
|
|
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|
+
topology: 'triangle-list',
|
|
166
|
+
cullMode: 'none',
|
|
167
|
+
}
|
|
168
|
+
});
|
|
169
|
+
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shader_object_property_process.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/object_property/shader_object_property_process.js"],"names":[],"mappings":"AAoEA;;;;;;;;;GASG;AACH,
|
|
1
|
+
{"version":3,"file":"shader_object_property_process.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/object_property/shader_object_property_process.js"],"names":[],"mappings":"AAoEA;;;;;;;;;GASG;AACH,2DAIG;8BA9E2B,4BAA4B"}
|
|
@@ -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 { GEOMETRY_METADATA_STRUCT } from "../geometry/GEOMETRY_METADATA_STRUCT.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
|
-
import {
|
|
8
|
-
chunk_update_object_property_mesh_instance_bounds
|
|
9
|
-
} from "./chunk_update_object_property_mesh_instance_bounds.js";
|
|
10
|
-
import { MeshInstanceProperty } from "./MeshInstanceProperty.js";
|
|
11
|
-
import { OBJECT_PROPERTY_REFERENCE_COLLECTION_READ_STRUCT } from "./OBJECT_PROPERTY_REFERENCE_COLLECTION_STRUCTS.js";
|
|
12
|
-
import { ObjectType } from "./ObjectType.js";
|
|
13
|
-
|
|
14
|
-
const WORKGROUP_SIZE = 64;
|
|
15
|
-
|
|
16
|
-
const resources = new ShaderResourceSetDescriptor();
|
|
17
|
-
resources.createGroup()
|
|
18
|
-
.addStorageBuffer('object_property_writes', OBJECT_PROPERTY_REFERENCE_COLLECTION_READ_STRUCT, false)
|
|
19
|
-
.addStorageBuffer('scene_database', WebGPUArray.from(u32), true)
|
|
20
|
-
.addStorageBuffer('geometries', WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false);
|
|
21
|
-
|
|
22
|
-
const body = CodeChunk.from(
|
|
23
|
-
//language=WGSL
|
|
24
|
-
`
|
|
25
|
-
@compute @workgroup_size(${WORKGROUP_SIZE},1,1)
|
|
26
|
-
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
|
|
27
|
-
let index = gid.x;
|
|
28
|
-
if(index >= object_property_writes.count){
|
|
29
|
-
return;
|
|
30
|
-
}
|
|
31
|
-
|
|
32
|
-
// Producer's atomic count keeps incrementing past arrayLength when
|
|
33
|
-
// a frame's writes outrun the buffer; the actual record stores
|
|
34
|
-
// get dropped, but \`count\` doesn't. Without this clamp, threads
|
|
35
|
-
// past the array tail read OOB garbage from \`elements[index]\` and
|
|
36
|
-
// dispatch it as if it were a real (instance, property) ref —
|
|
37
|
-
// which then RMW-corrupts random meshes_table rows downstream.
|
|
38
|
-
if(index >= arrayLength(&object_property_writes.elements)){
|
|
39
|
-
return;
|
|
40
|
-
}
|
|
41
|
-
|
|
42
|
-
let _ref = object_property_writes.elements[index];
|
|
43
|
-
let object_type = _ref.instance >> 24u;
|
|
44
|
-
let object_index = _ref.instance & 0x00FFFFFFu;
|
|
45
|
-
|
|
46
|
-
// Outer dispatch: object type. Only mesh instances are wired up so far.
|
|
47
|
-
switch(object_type){
|
|
48
|
-
case ${ObjectType.MeshInstance}u: {
|
|
49
|
-
// Inner dispatch: which property of the mesh instance needs to
|
|
50
|
-
// be refreshed. Box and sphere are computed by a single helper
|
|
51
|
-
// that updates both — both cases route to it. We're not
|
|
52
|
-
// deduplicating yet, so emitting both refs costs two dispatch
|
|
53
|
-
// threads per dirty mesh.
|
|
54
|
-
switch(_ref.property){
|
|
55
|
-
case ${MeshInstanceProperty.BoundingBox}u,
|
|
56
|
-
${MeshInstanceProperty.BoundingSphere}u: {
|
|
57
|
-
update_object_property_mesh_instance_bounds(object_index);
|
|
58
|
-
}
|
|
59
|
-
default: {}
|
|
60
|
-
}
|
|
61
|
-
}
|
|
62
|
-
default: {}
|
|
63
|
-
}
|
|
64
|
-
}
|
|
65
|
-
`, [
|
|
66
|
-
chunk_update_object_property_mesh_instance_bounds,
|
|
67
|
-
]);
|
|
68
|
-
|
|
69
|
-
/**
|
|
70
|
-
* Consumes the `object_property_writes` stream and dispatches the
|
|
71
|
-
* appropriate update function per `(object_type, property)`. Currently the
|
|
72
|
-
* only fleshed-out path is mesh-instance bounds refresh — anything else is
|
|
73
|
-
* a no-op until we wire it up.
|
|
74
|
-
*
|
|
75
|
-
* Dispatch sized to fit the producer's worst-case output for the frame
|
|
76
|
-
* (`limits.get_limit(ObjectPropertyReference)`); each thread early-outs if
|
|
77
|
-
* its index is past the actual count.
|
|
78
|
-
*/
|
|
79
|
-
export const shader_object_property_process = ComputeShader.from({
|
|
80
|
-
label: "ObjectProperty/Process",
|
|
81
|
-
body,
|
|
82
|
-
resources,
|
|
83
|
-
|
|
84
|
-
});
|
|
1
|
+
import { u32 } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
|
|
2
|
+
import { WebGPUArray } from "../shader/type/WebGPUArray.js";
|
|
3
|
+
import { GEOMETRY_METADATA_STRUCT } from "../geometry/GEOMETRY_METADATA_STRUCT.js";
|
|
4
|
+
import { CodeChunk } from "../shader/compiler/CodeChunk.js";
|
|
5
|
+
import { ComputeShader } from "../shader/ComputeShader.js";
|
|
6
|
+
import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
|
|
7
|
+
import {
|
|
8
|
+
chunk_update_object_property_mesh_instance_bounds
|
|
9
|
+
} from "./chunk_update_object_property_mesh_instance_bounds.js";
|
|
10
|
+
import { MeshInstanceProperty } from "./MeshInstanceProperty.js";
|
|
11
|
+
import { OBJECT_PROPERTY_REFERENCE_COLLECTION_READ_STRUCT } from "./OBJECT_PROPERTY_REFERENCE_COLLECTION_STRUCTS.js";
|
|
12
|
+
import { ObjectType } from "./ObjectType.js";
|
|
13
|
+
|
|
14
|
+
const WORKGROUP_SIZE = 64;
|
|
15
|
+
|
|
16
|
+
const resources = new ShaderResourceSetDescriptor();
|
|
17
|
+
resources.createGroup()
|
|
18
|
+
.addStorageBuffer('object_property_writes', OBJECT_PROPERTY_REFERENCE_COLLECTION_READ_STRUCT, false)
|
|
19
|
+
.addStorageBuffer('scene_database', WebGPUArray.from(u32), true)
|
|
20
|
+
.addStorageBuffer('geometries', WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false);
|
|
21
|
+
|
|
22
|
+
const body = CodeChunk.from(
|
|
23
|
+
//language=WGSL
|
|
24
|
+
`
|
|
25
|
+
@compute @workgroup_size(${WORKGROUP_SIZE},1,1)
|
|
26
|
+
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
|
|
27
|
+
let index = gid.x;
|
|
28
|
+
if(index >= object_property_writes.count){
|
|
29
|
+
return;
|
|
30
|
+
}
|
|
31
|
+
|
|
32
|
+
// Producer's atomic count keeps incrementing past arrayLength when
|
|
33
|
+
// a frame's writes outrun the buffer; the actual record stores
|
|
34
|
+
// get dropped, but \`count\` doesn't. Without this clamp, threads
|
|
35
|
+
// past the array tail read OOB garbage from \`elements[index]\` and
|
|
36
|
+
// dispatch it as if it were a real (instance, property) ref —
|
|
37
|
+
// which then RMW-corrupts random meshes_table rows downstream.
|
|
38
|
+
if(index >= arrayLength(&object_property_writes.elements)){
|
|
39
|
+
return;
|
|
40
|
+
}
|
|
41
|
+
|
|
42
|
+
let _ref = object_property_writes.elements[index];
|
|
43
|
+
let object_type = _ref.instance >> 24u;
|
|
44
|
+
let object_index = _ref.instance & 0x00FFFFFFu;
|
|
45
|
+
|
|
46
|
+
// Outer dispatch: object type. Only mesh instances are wired up so far.
|
|
47
|
+
switch(object_type){
|
|
48
|
+
case ${ObjectType.MeshInstance}u: {
|
|
49
|
+
// Inner dispatch: which property of the mesh instance needs to
|
|
50
|
+
// be refreshed. Box and sphere are computed by a single helper
|
|
51
|
+
// that updates both — both cases route to it. We're not
|
|
52
|
+
// deduplicating yet, so emitting both refs costs two dispatch
|
|
53
|
+
// threads per dirty mesh.
|
|
54
|
+
switch(_ref.property){
|
|
55
|
+
case ${MeshInstanceProperty.BoundingBox}u,
|
|
56
|
+
${MeshInstanceProperty.BoundingSphere}u: {
|
|
57
|
+
update_object_property_mesh_instance_bounds(object_index);
|
|
58
|
+
}
|
|
59
|
+
default: {}
|
|
60
|
+
}
|
|
61
|
+
}
|
|
62
|
+
default: {}
|
|
63
|
+
}
|
|
64
|
+
}
|
|
65
|
+
`, [
|
|
66
|
+
chunk_update_object_property_mesh_instance_bounds,
|
|
67
|
+
]);
|
|
68
|
+
|
|
69
|
+
/**
|
|
70
|
+
* Consumes the `object_property_writes` stream and dispatches the
|
|
71
|
+
* appropriate update function per `(object_type, property)`. Currently the
|
|
72
|
+
* only fleshed-out path is mesh-instance bounds refresh — anything else is
|
|
73
|
+
* a no-op until we wire it up.
|
|
74
|
+
*
|
|
75
|
+
* Dispatch sized to fit the producer's worst-case output for the frame
|
|
76
|
+
* (`limits.get_limit(ObjectPropertyReference)`); each thread early-outs if
|
|
77
|
+
* its index is past the actual count.
|
|
78
|
+
*/
|
|
79
|
+
export const shader_object_property_process = ComputeShader.from({
|
|
80
|
+
label: "ObjectProperty/Process",
|
|
81
|
+
body,
|
|
82
|
+
resources,
|
|
83
|
+
});
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shader_refresh_all_mesh_bounds.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/object_property/shader_refresh_all_mesh_bounds.js"],"names":[],"mappings":"AAaA,mEAEmC;AAQnC;;;;;;;;;;;;;;GAcG;AACH,
|
|
1
|
+
{"version":3,"file":"shader_refresh_all_mesh_bounds.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/object_property/shader_refresh_all_mesh_bounds.js"],"names":[],"mappings":"AAaA,mEAEmC;AAQnC;;;;;;;;;;;;;;GAcG;AACH,2DAkBG;6BAtD0B,gCAAgC;8BAG/B,4BAA4B"}
|
|
@@ -1,58 +1,57 @@
|
|
|
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 { GEOMETRY_METADATA_STRUCT } from "../geometry/GEOMETRY_METADATA_STRUCT.js";
|
|
5
|
-
import { CodeChunk } from "../shader/compiler/CodeChunk.js";
|
|
6
|
-
import { ComputeShader } from "../shader/ComputeShader.js";
|
|
7
|
-
import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
|
|
8
|
-
import {
|
|
9
|
-
chunk_update_object_property_mesh_instance_bounds
|
|
10
|
-
} from "./chunk_update_object_property_mesh_instance_bounds.js";
|
|
11
|
-
|
|
12
|
-
const WORKGROUP_SIZE = 64;
|
|
13
|
-
|
|
14
|
-
export const REFRESH_ALL_MESH_BOUNDS_SETTINGS_STRUCT = WebGPUStruct.from({
|
|
15
|
-
instance_count: u32,
|
|
16
|
-
}, "RefreshAllMeshBoundsSettings");
|
|
17
|
-
|
|
18
|
-
const resources = new ShaderResourceSetDescriptor();
|
|
19
|
-
resources.createGroup()
|
|
20
|
-
.addUniform('settings', REFRESH_ALL_MESH_BOUNDS_SETTINGS_STRUCT)
|
|
21
|
-
.addStorageBuffer('scene_database', WebGPUArray.from(u32), true)
|
|
22
|
-
.addStorageBuffer('geometries', WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false);
|
|
23
|
-
|
|
24
|
-
/**
|
|
25
|
-
* Recompute bounding box + bounding sphere for every mesh in the scene.
|
|
26
|
-
*
|
|
27
|
-
* Coarser than the OPR-stream-driven `shader_object_property_process` —
|
|
28
|
-
* that one only refreshes meshes whose own transform was animated. When a
|
|
29
|
-
* non-mesh ancestor (joint, anchor) is animated, its descendant meshes'
|
|
30
|
-
* world transforms change too, but they have no animation binding and
|
|
31
|
-
* never make it into the OPR stream. Walking descendants on the GPU to
|
|
32
|
-
* find them is the right answer eventually; for now this pass just
|
|
33
|
-
* refreshes everyone, paying O(instance_count) per frame to dodge the
|
|
34
|
-
* stale-bounds → frustum-culling drop-out the targeted refresh would
|
|
35
|
-
* otherwise leave behind.
|
|
36
|
-
*
|
|
37
|
-
* Dispatch one thread per mesh row in `[0, instance_count)`.
|
|
38
|
-
*/
|
|
39
|
-
export const shader_refresh_all_mesh_bounds = ComputeShader.from({
|
|
40
|
-
label: "ObjectProperty/RefreshAllMeshBounds",
|
|
41
|
-
body: CodeChunk.from(
|
|
42
|
-
//language=WGSL
|
|
43
|
-
`
|
|
44
|
-
@compute @workgroup_size(${WORKGROUP_SIZE},1,1)
|
|
45
|
-
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
|
|
46
|
-
let mesh_row = gid.x;
|
|
47
|
-
if(mesh_row >= settings.instance_count){
|
|
48
|
-
return;
|
|
49
|
-
}
|
|
50
|
-
|
|
51
|
-
update_object_property_mesh_instance_bounds(mesh_row);
|
|
52
|
-
}
|
|
53
|
-
`, [
|
|
54
|
-
chunk_update_object_property_mesh_instance_bounds,
|
|
55
|
-
]),
|
|
56
|
-
resources,
|
|
57
|
-
|
|
58
|
-
});
|
|
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 { GEOMETRY_METADATA_STRUCT } from "../geometry/GEOMETRY_METADATA_STRUCT.js";
|
|
5
|
+
import { CodeChunk } from "../shader/compiler/CodeChunk.js";
|
|
6
|
+
import { ComputeShader } from "../shader/ComputeShader.js";
|
|
7
|
+
import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
|
|
8
|
+
import {
|
|
9
|
+
chunk_update_object_property_mesh_instance_bounds
|
|
10
|
+
} from "./chunk_update_object_property_mesh_instance_bounds.js";
|
|
11
|
+
|
|
12
|
+
const WORKGROUP_SIZE = 64;
|
|
13
|
+
|
|
14
|
+
export const REFRESH_ALL_MESH_BOUNDS_SETTINGS_STRUCT = WebGPUStruct.from({
|
|
15
|
+
instance_count: u32,
|
|
16
|
+
}, "RefreshAllMeshBoundsSettings");
|
|
17
|
+
|
|
18
|
+
const resources = new ShaderResourceSetDescriptor();
|
|
19
|
+
resources.createGroup()
|
|
20
|
+
.addUniform('settings', REFRESH_ALL_MESH_BOUNDS_SETTINGS_STRUCT)
|
|
21
|
+
.addStorageBuffer('scene_database', WebGPUArray.from(u32), true)
|
|
22
|
+
.addStorageBuffer('geometries', WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false);
|
|
23
|
+
|
|
24
|
+
/**
|
|
25
|
+
* Recompute bounding box + bounding sphere for every mesh in the scene.
|
|
26
|
+
*
|
|
27
|
+
* Coarser than the OPR-stream-driven `shader_object_property_process` —
|
|
28
|
+
* that one only refreshes meshes whose own transform was animated. When a
|
|
29
|
+
* non-mesh ancestor (joint, anchor) is animated, its descendant meshes'
|
|
30
|
+
* world transforms change too, but they have no animation binding and
|
|
31
|
+
* never make it into the OPR stream. Walking descendants on the GPU to
|
|
32
|
+
* find them is the right answer eventually; for now this pass just
|
|
33
|
+
* refreshes everyone, paying O(instance_count) per frame to dodge the
|
|
34
|
+
* stale-bounds → frustum-culling drop-out the targeted refresh would
|
|
35
|
+
* otherwise leave behind.
|
|
36
|
+
*
|
|
37
|
+
* Dispatch one thread per mesh row in `[0, instance_count)`.
|
|
38
|
+
*/
|
|
39
|
+
export const shader_refresh_all_mesh_bounds = ComputeShader.from({
|
|
40
|
+
label: "ObjectProperty/RefreshAllMeshBounds",
|
|
41
|
+
body: CodeChunk.from(
|
|
42
|
+
//language=WGSL
|
|
43
|
+
`
|
|
44
|
+
@compute @workgroup_size(${WORKGROUP_SIZE},1,1)
|
|
45
|
+
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
|
|
46
|
+
let mesh_row = gid.x;
|
|
47
|
+
if(mesh_row >= settings.instance_count){
|
|
48
|
+
return;
|
|
49
|
+
}
|
|
50
|
+
|
|
51
|
+
update_object_property_mesh_instance_bounds(mesh_row);
|
|
52
|
+
}
|
|
53
|
+
`, [
|
|
54
|
+
chunk_update_object_property_mesh_instance_bounds,
|
|
55
|
+
]),
|
|
56
|
+
resources,
|
|
57
|
+
});
|