@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
@@ -1,169 +1,169 @@
1
- import { GPUShaderStage } from "../../../descriptor/GPUShaderStage.js";
2
- import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
3
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
4
- import { G_BUFFER_COLOR_TARGETS } from "../../gbuffer/G_BUFFER_COLOR_TARGETS.js";
5
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
6
- import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
7
- import { ShaderResourceGroupDescriptor } from "../../shader/resource/ShaderResourceGroupDescriptor.js";
8
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
9
- import { VT_STACK_INFO_STRUCT } from "../../texture/virtual/VT_STACK_INFO_STRUCT.js";
10
- import { MATERIAL_METADATA_STRUCT } from "../MATERIAL_METADATA_STRUCT.js";
11
- import {
12
- build_gbuffer_fragment_body,
13
- g_buffer_scene_resources,
14
- g_buffer_viz_resources,
15
- } from "./fragment_gbuffer.js";
16
- import { material_gbuffer_vertex_shader_code } from "./material_gbuffer_vertex.js";
17
-
18
- /**
19
- * Group 0 of the virtual-texture material variant. Replaces the four
20
- * per-material texture bindings of the standard group with the VT globals:
21
- * the shared page table, the stack info buffer and the physical cache
22
- * layers — identical for every VT material, which is what lets hundreds of
23
- * them share one pipeline and the same feedback/table infrastructure.
24
- * Emissive stays a regular per-material texture (emissive maps are rarely
25
- * the memory problem VT solves).
26
- *
27
- * `material_info` must stay at binding 0 — the shared vertex stage
28
- * ({@link material_gbuffer_vertex_shader_code}) addresses it there.
29
- */
30
- export const SHADING_MATERIAL_VT_RESOURCE_GROUP = new ShaderResourceGroupDescriptor();
31
-
32
- SHADING_MATERIAL_VT_RESOURCE_GROUP.label = "Material VT";
33
-
34
- SHADING_MATERIAL_VT_RESOURCE_GROUP
35
- .addUniform("material_info", MATERIAL_METADATA_STRUCT)
36
- .addTexture("texture_emissive", "float")
37
- .addSampler("texture_emissive_sampler")
38
- .addTexture("vt_page_table", "uint")
39
- .addStorageBuffer("vt_stacks", WebGPUArray.from(VT_STACK_INFO_STRUCT))
40
- .addTexture("vt_cache_albedo", "float")
41
- .addTexture("vt_cache_normal", "float")
42
- .addTexture("vt_cache_orm", "float")
43
- .addSampler("vt_cache_sampler");
44
-
45
- export const vt_gbuffer_shader_resources = new ShaderResourceSetDescriptor();
46
-
47
- // group order mirrors the standard material set — groups 1 and 2 are the
48
- // *same descriptor objects*, so the two pipelines are bind-group compatible
49
- // and the material pass can set viz/scene groups once for both
50
- vt_gbuffer_shader_resources.addGroup(SHADING_MATERIAL_VT_RESOURCE_GROUP);
51
- vt_gbuffer_shader_resources.addGroup(g_buffer_viz_resources);
52
- vt_gbuffer_shader_resources.addGroup(g_buffer_scene_resources);
53
-
54
- vt_gbuffer_shader_resources.addVisibility(GPUShaderStage.FRAGMENT);
55
- vt_gbuffer_shader_resources.getResourceByName("material_info").addVisibility(GPUShaderStage.VERTEX);
56
-
57
- const chunk_vt_sample_layer = new WeakMap();
58
-
59
- /**
60
- * Build the VT variant of the G-buffer material pipeline for a concrete
61
- * cache geometry. Called (and memoized) by the VirtualTextureManager once
62
- * its configuration is frozen.
63
- *
64
- * Sampling model (v1): one page-table fetch per pixel serves all three
65
- * layers — the stack's UV set, wrap mode and residency resolve once, then
66
- * albedo/normal/ORM are three bilinear fetches at the same physical
67
- * coordinate in their respective atlases. Missing layers and not-yet-
68
- * resident cells fall back to per-layer neutral values (albedo falls back
69
- * to the stack's average colour).
70
- *
71
- * @param {CodeChunk} chunk_vt_lookup from {@link build_chunk_vt_lookup}
72
- * @returns {RenderPipelineDescriptor}
73
- */
74
- export function build_vt_material_pipeline_descriptor(chunk_vt_lookup) {
75
-
76
- let sample_chunk = chunk_vt_sample_layer.get(chunk_vt_lookup);
77
-
78
- if (sample_chunk === undefined) {
79
- sample_chunk = CodeChunk.from(
80
- //language=WGSL
81
- `
82
- fn vt_sample_layer(
83
- cache: texture_2d<f32>,
84
- cache_sampler: sampler,
85
- phys: VTPhysical,
86
- available: bool,
87
- fallback: vec4<f32>,
88
- ) -> vec4<f32> {
89
- if (!available) {
90
- return fallback;
91
- }
92
-
93
- // physical atlases are single-mip; virtual mip selection already
94
- // happened through the page table
95
- return textureSampleLevel(cache, cache_sampler, phys.uv, 0.0);
96
- }
97
- `,
98
- [chunk_vt_lookup]
99
- );
100
-
101
- chunk_vt_sample_layer.set(chunk_vt_lookup, sample_chunk);
102
- }
103
-
104
- const body = build_gbuffer_fragment_body(
105
- {
106
- prelude: `
107
- // ── virtual texture resolve, once per pixel for all layers ──────
108
- let vt_info = vt_stacks[material_info.vt_stack];
109
- let vt_layer_mask = vt_info.flags >> 8u;
110
-
111
- if ((vt_info.flags & VT_STACK_FLAG_UV_SET_1) != 0u) {
112
- // stack binds the second UV set — re-interpolate and re-bias
113
- uv_info = barycentric_interpolate_uv(barycentric, vertex_0.uv1, vertex_1.uv1, vertex_2.uv1);
114
- uv_info.ddx *= uv_derivative_bias.x;
115
- uv_info.ddy *= uv_derivative_bias.y;
116
- }
117
-
118
- let vt_uv = vt_stack_wrap_uv(uv_info.uv, vt_info.flags);
119
- let vt_mip = vt_mip_select(vt_info, uv_info.ddx, uv_info.ddy, 0.0);
120
- let vt_entry = vt_page_table_load(vt_page_table, vt_info, vt_uv, vt_mip);
121
-
122
- var vt_phys = VTPhysical(vec2<f32>(0.0), 0.0);
123
-
124
- if (vt_entry.valid) {
125
- vt_phys = vt_physical_uv(vt_entry, vt_info, vt_uv);
126
- }
127
- `,
128
- 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))`,
129
- 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`,
130
- diffuse: `vt_sample_layer(vt_cache_albedo, vt_cache_sampler, vt_phys, vt_entry.valid && (vt_layer_mask & 1u) != 0u, vt_info.average_color)`,
131
- emissive: `textureSampleBarycentric(texture_emissive, texture_emissive_sampler, uv_info).rgb`,
132
- },
133
- [
134
- sample_chunk,
135
- ]
136
- );
137
-
138
- const shader = ShaderDescriptor.from({
139
- label: "Material / GBuffer laydown (virtual texture)",
140
- resources: vt_gbuffer_shader_resources,
141
- body,
142
- });
143
-
144
- return RenderPipelineDescriptor.from({
145
- label: "VT material / Viz-Buffer to G-Buffer laydown",
146
- layout: vt_gbuffer_shader_resources.generatePipelineLayoutDescriptor(),
147
- vertex: {
148
- module: {
149
- code: material_gbuffer_vertex_shader_code
150
- }
151
- },
152
- fragment: {
153
- module: {
154
- code: shader.compile(),
155
- },
156
- targets: G_BUFFER_COLOR_TARGETS
157
- },
158
- depthStencil: {
159
- // depth is a material mask — see the standard material pipeline
160
- depthCompare: 'equal',
161
- format: 'depth32float',
162
- depthWriteEnabled: false
163
- },
164
- primitive: {
165
- topology: 'triangle-list',
166
- cullMode: 'none',
167
- }
168
- });
169
- }
1
+ import { GPUShaderStage } from "../../../descriptor/GPUShaderStage.js";
2
+ import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
3
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
4
+ import { G_BUFFER_COLOR_TARGETS } from "../../gbuffer/G_BUFFER_COLOR_TARGETS.js";
5
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
6
+ import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
7
+ import { ShaderResourceGroupDescriptor } from "../../shader/resource/ShaderResourceGroupDescriptor.js";
8
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
9
+ import { VT_STACK_INFO_STRUCT } from "../../texture/virtual/VT_STACK_INFO_STRUCT.js";
10
+ import { MATERIAL_METADATA_STRUCT } from "../MATERIAL_METADATA_STRUCT.js";
11
+ import {
12
+ build_gbuffer_fragment_body,
13
+ g_buffer_scene_resources,
14
+ g_buffer_viz_resources,
15
+ } from "./fragment_gbuffer.js";
16
+ import { material_gbuffer_vertex_shader_code } from "./material_gbuffer_vertex.js";
17
+
18
+ /**
19
+ * Group 0 of the virtual-texture material variant. Replaces the four
20
+ * per-material texture bindings of the standard group with the VT globals:
21
+ * the shared page table, the stack info buffer and the physical cache
22
+ * layers — identical for every VT material, which is what lets hundreds of
23
+ * them share one pipeline and the same feedback/table infrastructure.
24
+ * Emissive stays a regular per-material texture (emissive maps are rarely
25
+ * the memory problem VT solves).
26
+ *
27
+ * `material_info` must stay at binding 0 — the shared vertex stage
28
+ * ({@link material_gbuffer_vertex_shader_code}) addresses it there.
29
+ */
30
+ export const SHADING_MATERIAL_VT_RESOURCE_GROUP = new ShaderResourceGroupDescriptor();
31
+
32
+ SHADING_MATERIAL_VT_RESOURCE_GROUP.label = "Material VT";
33
+
34
+ SHADING_MATERIAL_VT_RESOURCE_GROUP
35
+ .addUniform("material_info", MATERIAL_METADATA_STRUCT)
36
+ .addTexture("texture_emissive", "float")
37
+ .addSampler("texture_emissive_sampler")
38
+ .addTexture("vt_page_table", "uint")
39
+ .addStorageBuffer("vt_stacks", WebGPUArray.from(VT_STACK_INFO_STRUCT))
40
+ .addTexture("vt_cache_albedo", "float")
41
+ .addTexture("vt_cache_normal", "float")
42
+ .addTexture("vt_cache_orm", "float")
43
+ .addSampler("vt_cache_sampler");
44
+
45
+ export const vt_gbuffer_shader_resources = new ShaderResourceSetDescriptor();
46
+
47
+ // group order mirrors the standard material set — groups 1 and 2 are the
48
+ // *same descriptor objects*, so the two pipelines are bind-group compatible
49
+ // and the material pass can set viz/scene groups once for both
50
+ vt_gbuffer_shader_resources.addGroup(SHADING_MATERIAL_VT_RESOURCE_GROUP);
51
+ vt_gbuffer_shader_resources.addGroup(g_buffer_viz_resources);
52
+ vt_gbuffer_shader_resources.addGroup(g_buffer_scene_resources);
53
+
54
+ vt_gbuffer_shader_resources.addVisibility(GPUShaderStage.FRAGMENT);
55
+ vt_gbuffer_shader_resources.getResourceByName("material_info").addVisibility(GPUShaderStage.VERTEX);
56
+
57
+ const chunk_vt_sample_layer = new WeakMap();
58
+
59
+ /**
60
+ * Build the VT variant of the G-buffer material pipeline for a concrete
61
+ * cache geometry. Called (and memoized) by the VirtualTextureManager once
62
+ * its configuration is frozen.
63
+ *
64
+ * Sampling model (v1): one page-table fetch per pixel serves all three
65
+ * layers — the stack's UV set, wrap mode and residency resolve once, then
66
+ * albedo/normal/ORM are three bilinear fetches at the same physical
67
+ * coordinate in their respective atlases. Missing layers and not-yet-
68
+ * resident cells fall back to per-layer neutral values (albedo falls back
69
+ * to the stack's average colour).
70
+ *
71
+ * @param {CodeChunk} chunk_vt_lookup from {@link build_chunk_vt_lookup}
72
+ * @returns {RenderPipelineDescriptor}
73
+ */
74
+ export function build_vt_material_pipeline_descriptor(chunk_vt_lookup) {
75
+
76
+ let sample_chunk = chunk_vt_sample_layer.get(chunk_vt_lookup);
77
+
78
+ if (sample_chunk === undefined) {
79
+ sample_chunk = CodeChunk.from(
80
+ //language=WGSL
81
+ `
82
+ fn vt_sample_layer(
83
+ cache: texture_2d<f32>,
84
+ cache_sampler: sampler,
85
+ phys: VTPhysical,
86
+ available: bool,
87
+ fallback: vec4<f32>,
88
+ ) -> vec4<f32> {
89
+ if (!available) {
90
+ return fallback;
91
+ }
92
+
93
+ // physical atlases are single-mip; virtual mip selection already
94
+ // happened through the page table
95
+ return textureSampleLevel(cache, cache_sampler, phys.uv, 0.0);
96
+ }
97
+ `,
98
+ [chunk_vt_lookup]
99
+ );
100
+
101
+ chunk_vt_sample_layer.set(chunk_vt_lookup, sample_chunk);
102
+ }
103
+
104
+ const body = build_gbuffer_fragment_body(
105
+ {
106
+ prelude: `
107
+ // ── virtual texture resolve, once per pixel for all layers ──────
108
+ let vt_info = vt_stacks[material_info.vt_stack];
109
+ let vt_layer_mask = vt_info.flags >> 8u;
110
+
111
+ if ((vt_info.flags & VT_STACK_FLAG_UV_SET_1) != 0u) {
112
+ // stack binds the second UV set — re-interpolate and re-bias
113
+ uv_info = barycentric_interpolate_uv(barycentric, vertex_0.uv1, vertex_1.uv1, vertex_2.uv1);
114
+ uv_info.ddx *= uv_derivative_bias.x;
115
+ uv_info.ddy *= uv_derivative_bias.y;
116
+ }
117
+
118
+ let vt_uv = vt_stack_wrap_uv(uv_info.uv, vt_info.flags);
119
+ let vt_mip = vt_mip_select(vt_info, uv_info.ddx, uv_info.ddy, 0.0);
120
+ let vt_entry = vt_page_table_load(vt_page_table, vt_info, vt_uv, vt_mip);
121
+
122
+ var vt_phys = VTPhysical(vec2<f32>(0.0), 0.0);
123
+
124
+ if (vt_entry.valid) {
125
+ vt_phys = vt_physical_uv(vt_entry, vt_info, vt_uv);
126
+ }
127
+ `,
128
+ 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))`,
129
+ 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`,
130
+ diffuse: `vt_sample_layer(vt_cache_albedo, vt_cache_sampler, vt_phys, vt_entry.valid && (vt_layer_mask & 1u) != 0u, vt_info.average_color)`,
131
+ emissive: `textureSampleBarycentric(texture_emissive, texture_emissive_sampler, uv_info).rgb`,
132
+ },
133
+ [
134
+ sample_chunk,
135
+ ]
136
+ );
137
+
138
+ const shader = ShaderDescriptor.from({
139
+ label: "Material / GBuffer laydown (virtual texture)",
140
+ resources: vt_gbuffer_shader_resources,
141
+ body,
142
+ });
143
+
144
+ return RenderPipelineDescriptor.from({
145
+ label: "VT material / Viz-Buffer to G-Buffer laydown",
146
+ layout: vt_gbuffer_shader_resources.generatePipelineLayoutDescriptor(),
147
+ vertex: {
148
+ module: {
149
+ code: material_gbuffer_vertex_shader_code
150
+ }
151
+ },
152
+ fragment: {
153
+ module: {
154
+ code: shader.source,
155
+ },
156
+ targets: G_BUFFER_COLOR_TARGETS
157
+ },
158
+ depthStencil: {
159
+ // depth is a material mask — see the standard material pipeline
160
+ depthCompare: 'equal',
161
+ format: 'depth32float',
162
+ depthWriteEnabled: false
163
+ },
164
+ primitive: {
165
+ 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,2DAKG;8BA/E2B,4BAA4B"}
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
- group_size: [WORKGROUP_SIZE, 1, 1],
84
- });
1
+ import { u32 } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../shader/type/WebGPUArray.js";
3
+ import { 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,2DAmBG;6BAvD0B,gCAAgC;8BAG/B,4BAA4B"}
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
- group_size: [WORKGROUP_SIZE, 1, 1],
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
+ });