@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
@@ -50,7 +50,6 @@ import {
50
50
  */
51
51
 
52
52
  const CAPACITY = 1 << 15; // 32k particles
53
- const EMIT_WG = 64;
54
53
  const NEAR = 0.2;
55
54
 
56
55
  async function main() {
@@ -195,10 +194,10 @@ async function main() {
195
194
  // --- emit + simulate (simulate is sized by LAST frame's GPU-written dispatch args) ---
196
195
  shader_particle_reset_counters.dispatch({ encoder: cmd, bindings: { counters }, group_count_x: 1 });
197
196
  if (requests.length > 0) {
198
- shader_particle_emit.dispatch({
197
+ shader_particle_emit.dispatchThreads({
199
198
  encoder: cmd,
200
199
  bindings: { emitters, program, vm_constants: constants, pool, spawn_requests: spawnRequests, alive_out: aliveWrite, dead, counters, u_dt: u(f32, dt), u_time: u(f32, now / 1000), u_frame: u(u32, system.frame), u_count: u(u32, requests.length), u_capacity: u(u32, CAPACITY) },
201
- group_count_x: Math.ceil(requests.length / EMIT_WG),
200
+ thread_count_x: requests.length,
202
201
  });
203
202
  }
204
203
  shader_particle_simulate.dispatchIndirect({
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_emit.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_emit.js"],"names":[],"mappings":"AAmBA;;;;;;;;;;;;GAYG;AAEH,2CAHU,aAAa,CAGwB;AA+E/C,iDAKG;8BAnH2B,+BAA+B"}
1
+ {"version":3,"file":"shader_particle_emit.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_emit.js"],"names":[],"mappings":"AAmBA;;;;;;;;;;;;GAYG;AAEH,2CAHU,aAAa,CAGwB;AA+E/C,iDAIG;8BAlH2B,+BAA+B"}
@@ -1,118 +1,117 @@
1
- import { atomic_u32, f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
- import { ComputeShader } from "../../shader/ComputeShader.js";
4
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
6
- import {
7
- PARTICLE_RECORD_HEADER_EMITTER,
8
- PARTICLE_RECORD_USER_WORD_START,
9
- PARTICLE_RECORD_WORD_COUNT,
10
- PARTICLE_VM_INSTRUCTION_WORDS,
11
- } from "../ParticleConstants.js";
12
- import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
13
- import {
14
- SPAWN_REQUEST_EMITTER_MASK,
15
- SPAWN_REQUEST_FRACTION_MAX,
16
- SPAWN_REQUEST_FRACTION_SHIFT,
17
- } from "../runtime/spawn_request_encoding.js";
18
- import { chunk_particle_context, chunk_particle_curve_disabled } from "./chunk_particle_context.js";
19
-
20
- /**
21
- * The particle emit (spawn) pass.
22
- *
23
- * Input is a flat list of spawn requests (one packed emitter-index + batch-fraction per particle
24
- * to create; built by ParticleSpawnScheduler). Per request: pop a free slot from the dead
25
- * list, clear the record, stamp the owning emitter, run that emitter's compiled SPAWN program to
26
- * initialise the particle's user-defined state, then append the slot to the new alive list.
27
- *
28
- * Runs after simulate in the frame so newly born particles join the same alive list the survivors
29
- * were compacted into. Shares the VM + context + emitter chunks with simulate.
30
- *
31
- * @type {ComputeShader}
32
- */
33
-
34
- export const PARTICLE_EMIT_WORKGROUP_SIZE = 64;
35
-
36
- const resources = new ShaderResourceSetDescriptor();
37
- resources.createGroup()
38
- .addStorageBuffer("emitters", WebGPUArray.u32, false)
39
- .addStorageBuffer("program", WebGPUArray.u32, false)
40
- .addStorageBuffer("vm_constants", WebGPUArray.u32, false)
41
- .addStorageBuffer("pool", WebGPUArray.u32, true)
42
- .addStorageBuffer("spawn_requests", WebGPUArray.u32, false)
43
- .addStorageBuffer("alive_out", WebGPUArray.u32, true)
44
- .addStorageBuffer("dead", WebGPUArray.u32, true)
45
- .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true)
46
- .addUniform("u_dt", f32)
47
- .addUniform("u_time", f32)
48
- .addUniform("u_frame", u32)
49
- .addUniform("u_count", u32)
50
- .addUniform("u_capacity", u32);
51
-
52
- const body = CodeChunk.from(/* wgsl */ `
53
- const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
54
- const PARTICLE_USER_WORD_START : u32 = ${PARTICLE_RECORD_USER_WORD_START}u;
55
- const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
56
- const PARTICLE_INSTRUCTION_WORDS : u32 = ${PARTICLE_VM_INSTRUCTION_WORDS}u;
57
- const COUNTER_ALIVE : u32 = ${PARTICLE_COUNTER.ALIVE}u;
58
- const COUNTER_DEAD : u32 = ${PARTICLE_COUNTER.DEAD}u;
59
-
60
- @compute @workgroup_size(${PARTICLE_EMIT_WORKGROUP_SIZE}, 1, 1)
61
- fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
62
- let i = gid.x;
63
- if (i >= u_count) { return; }
64
-
65
- // Packed request: low 16 bits = emitter index, high 16 = batch fraction (see
66
- // spawn_request_encoding.js). The fraction is LOCAL to this emitter's batch this frame
67
- // (SPAWN_FRACTION contract: n / spawn_count), not the global request index / u_count.
68
- let request = spawn_requests[i];
69
- let emitter_index = request & ${SPAWN_REQUEST_EMITTER_MASK}u;
70
- let spawn_fraction = f32(request >> ${SPAWN_REQUEST_FRACTION_SHIFT}u) / ${SPAWN_REQUEST_FRACTION_MAX}.0;
71
-
72
- // Pop a free slot off the dead-list stack; drop the spawn if the pool is exhausted.
73
- //
74
- // The guard must catch WRAPPED values, not just 0: when many threads race an empty stack, the
75
- // first over-pop wraps the counter to 0xFFFFFFFF before its undo lands, and a concurrent thread
76
- // then observes a huge old value. Checking only ==0 would let it index dead[old-1] with garbage
77
- // and hand out a bogus slot, corrupting a live record. The dead count can never legitimately
78
- // exceed the pool capacity, so >u_capacity identifies every wrapped state; each thread that
79
- // subtracted also adds back exactly once, so the counter converges to 0.
80
- let old_dead = atomicSub(&counters[COUNTER_DEAD], 1u);
81
- if (old_dead == 0u || old_dead > u_capacity) {
82
- atomicAdd(&counters[COUNTER_DEAD], 1u); // undo the over-pop
83
- return;
84
- }
85
- let slot = dead[old_dead - 1u];
86
- let record_base = slot * PARTICLE_RECORD_WORDS;
87
-
88
- // Clear stale user state from a recycled slot (each write targets a distinct word).
89
- for (var w = PARTICLE_USER_WORD_START; w < PARTICLE_RECORD_WORDS; w = w + 1u) {
90
- pool[record_base + w] = 0u;
91
- }
92
- pool[record_base + PARTICLE_HEADER_EMITTER] = emitter_index;
93
-
94
- let em = particle_emitter_read(&emitters, emitter_index);
95
-
96
- particle_vm_reset();
97
- particle_setup_context(em, slot, u_dt, u_time, 0.0, spawn_fraction, u_frame);
98
- particle_vm_execute(
99
- &program,
100
- em.spawn_offset * PARTICLE_INSTRUCTION_WORDS,
101
- em.spawn_count,
102
- &vm_constants,
103
- em.constant_offset,
104
- &pool,
105
- record_base,
106
- );
107
-
108
- let a = atomicAdd(&counters[COUNTER_ALIVE], 1u);
109
- alive_out[a] = slot;
110
- }
111
- `, [chunk_particle_context, chunk_particle_curve_disabled]);
112
-
113
- export const shader_particle_emit = ComputeShader.from({
114
- label: "Particle Emit",
115
- resources,
116
- body,
117
- group_size: [PARTICLE_EMIT_WORKGROUP_SIZE, 1, 1],
118
- });
1
+ import { atomic_u32, f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { ComputeShader } from "../../shader/ComputeShader.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
6
+ import {
7
+ PARTICLE_RECORD_HEADER_EMITTER,
8
+ PARTICLE_RECORD_USER_WORD_START,
9
+ PARTICLE_RECORD_WORD_COUNT,
10
+ PARTICLE_VM_INSTRUCTION_WORDS,
11
+ } from "../ParticleConstants.js";
12
+ import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
13
+ import {
14
+ SPAWN_REQUEST_EMITTER_MASK,
15
+ SPAWN_REQUEST_FRACTION_MAX,
16
+ SPAWN_REQUEST_FRACTION_SHIFT,
17
+ } from "../runtime/spawn_request_encoding.js";
18
+ import { chunk_particle_context, chunk_particle_curve_disabled } from "./chunk_particle_context.js";
19
+
20
+ /**
21
+ * The particle emit (spawn) pass.
22
+ *
23
+ * Input is a flat list of spawn requests (one packed emitter-index + batch-fraction per particle
24
+ * to create; built by ParticleSpawnScheduler). Per request: pop a free slot from the dead
25
+ * list, clear the record, stamp the owning emitter, run that emitter's compiled SPAWN program to
26
+ * initialise the particle's user-defined state, then append the slot to the new alive list.
27
+ *
28
+ * Runs after simulate in the frame so newly born particles join the same alive list the survivors
29
+ * were compacted into. Shares the VM + context + emitter chunks with simulate.
30
+ *
31
+ * @type {ComputeShader}
32
+ */
33
+
34
+ export const PARTICLE_EMIT_WORKGROUP_SIZE = 64;
35
+
36
+ const resources = new ShaderResourceSetDescriptor();
37
+ resources.createGroup()
38
+ .addStorageBuffer("emitters", WebGPUArray.u32, false)
39
+ .addStorageBuffer("program", WebGPUArray.u32, false)
40
+ .addStorageBuffer("vm_constants", WebGPUArray.u32, false)
41
+ .addStorageBuffer("pool", WebGPUArray.u32, true)
42
+ .addStorageBuffer("spawn_requests", WebGPUArray.u32, false)
43
+ .addStorageBuffer("alive_out", WebGPUArray.u32, true)
44
+ .addStorageBuffer("dead", WebGPUArray.u32, true)
45
+ .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true)
46
+ .addUniform("u_dt", f32)
47
+ .addUniform("u_time", f32)
48
+ .addUniform("u_frame", u32)
49
+ .addUniform("u_count", u32)
50
+ .addUniform("u_capacity", u32);
51
+
52
+ const body = CodeChunk.from(/* wgsl */ `
53
+ const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
54
+ const PARTICLE_USER_WORD_START : u32 = ${PARTICLE_RECORD_USER_WORD_START}u;
55
+ const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
56
+ const PARTICLE_INSTRUCTION_WORDS : u32 = ${PARTICLE_VM_INSTRUCTION_WORDS}u;
57
+ const COUNTER_ALIVE : u32 = ${PARTICLE_COUNTER.ALIVE}u;
58
+ const COUNTER_DEAD : u32 = ${PARTICLE_COUNTER.DEAD}u;
59
+
60
+ @compute @workgroup_size(${PARTICLE_EMIT_WORKGROUP_SIZE}, 1, 1)
61
+ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
62
+ let i = gid.x;
63
+ if (i >= u_count) { return; }
64
+
65
+ // Packed request: low 16 bits = emitter index, high 16 = batch fraction (see
66
+ // spawn_request_encoding.js). The fraction is LOCAL to this emitter's batch this frame
67
+ // (SPAWN_FRACTION contract: n / spawn_count), not the global request index / u_count.
68
+ let request = spawn_requests[i];
69
+ let emitter_index = request & ${SPAWN_REQUEST_EMITTER_MASK}u;
70
+ let spawn_fraction = f32(request >> ${SPAWN_REQUEST_FRACTION_SHIFT}u) / ${SPAWN_REQUEST_FRACTION_MAX}.0;
71
+
72
+ // Pop a free slot off the dead-list stack; drop the spawn if the pool is exhausted.
73
+ //
74
+ // The guard must catch WRAPPED values, not just 0: when many threads race an empty stack, the
75
+ // first over-pop wraps the counter to 0xFFFFFFFF before its undo lands, and a concurrent thread
76
+ // then observes a huge old value. Checking only ==0 would let it index dead[old-1] with garbage
77
+ // and hand out a bogus slot, corrupting a live record. The dead count can never legitimately
78
+ // exceed the pool capacity, so >u_capacity identifies every wrapped state; each thread that
79
+ // subtracted also adds back exactly once, so the counter converges to 0.
80
+ let old_dead = atomicSub(&counters[COUNTER_DEAD], 1u);
81
+ if (old_dead == 0u || old_dead > u_capacity) {
82
+ atomicAdd(&counters[COUNTER_DEAD], 1u); // undo the over-pop
83
+ return;
84
+ }
85
+ let slot = dead[old_dead - 1u];
86
+ let record_base = slot * PARTICLE_RECORD_WORDS;
87
+
88
+ // Clear stale user state from a recycled slot (each write targets a distinct word).
89
+ for (var w = PARTICLE_USER_WORD_START; w < PARTICLE_RECORD_WORDS; w = w + 1u) {
90
+ pool[record_base + w] = 0u;
91
+ }
92
+ pool[record_base + PARTICLE_HEADER_EMITTER] = emitter_index;
93
+
94
+ let em = particle_emitter_read(&emitters, emitter_index);
95
+
96
+ particle_vm_reset();
97
+ particle_setup_context(em, slot, u_dt, u_time, 0.0, spawn_fraction, u_frame);
98
+ particle_vm_execute(
99
+ &program,
100
+ em.spawn_offset * PARTICLE_INSTRUCTION_WORDS,
101
+ em.spawn_count,
102
+ &vm_constants,
103
+ em.constant_offset,
104
+ &pool,
105
+ record_base,
106
+ );
107
+
108
+ let a = atomicAdd(&counters[COUNTER_ALIVE], 1u);
109
+ alive_out[a] = slot;
110
+ }
111
+ `, [chunk_particle_context, chunk_particle_curve_disabled]);
112
+
113
+ export const shader_particle_emit = ComputeShader.from({
114
+ label: "Particle Emit",
115
+ resources,
116
+ body,
117
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_finalize.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_finalize.js"],"names":[],"mappings":"AA4BA,2DAYG;AAWH,2DAyBG;;8BA1E2B,+BAA+B;iDAIZ,+BAA+B"}
1
+ {"version":3,"file":"shader_particle_finalize.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_finalize.js"],"names":[],"mappings":"AA4BA,2DAWG;AAWH,2DAwBG;;8BAxE2B,+BAA+B;iDAIZ,+BAA+B"}
@@ -1,79 +1,77 @@
1
- import { atomic_u32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
- import { ComputeShader } from "../../shader/ComputeShader.js";
4
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
6
- import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
7
- import { PARTICLE_SIMULATE_WORKGROUP_SIZE } from "./shader_particle_simulate.js";
8
-
9
- /**
10
- * Small housekeeping passes that keep the pipeline GPU-driven:
11
- *
12
- * - {@link shader_particle_reset_counters} — zero the alive / spawn / sorted counters at the top of
13
- * the frame (the dead count and the ALIVE_IN snapshot persist across frames).
14
- * - {@link shader_particle_build_indirect} — read the frame's final alive count and (a) snapshot it
15
- * into {@link PARTICLE_COUNTER.ALIVE_IN} — the exact input length for NEXT frame's simulate, (b)
16
- * write the indirect dispatch args next frame's simulate consumes, and (c) write the indirect draw
17
- * args for THIS frame's billboard render. Nothing round-trips to the CPU. Sizing the dispatch or
18
- * draw from a stale CPU readback instead is a correctness bug: when the alive count grows the tail
19
- * of the list is never simulated (slots leak into limbo), and when it shrinks stale entries beyond
20
- * the written range get re-simulated — a dead slot is pushed to the free list twice and later
21
- * popped twice, leaving two live particles sharing one record.
22
- */
23
-
24
- // --- reset ---
25
-
26
- const reset_resources = new ShaderResourceSetDescriptor();
27
- reset_resources.createGroup().addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true);
28
-
29
- export const shader_particle_reset_counters = ComputeShader.from({
30
- label: "Particle Reset Counters",
31
- resources: reset_resources,
32
- body: CodeChunk.from(/* wgsl */ `
33
- @compute @workgroup_size(1, 1, 1)
34
- fn main() {
35
- atomicStore(&counters[${PARTICLE_COUNTER.ALIVE}u], 0u);
36
- atomicStore(&counters[${PARTICLE_COUNTER.SPAWN}u], 0u);
37
- atomicStore(&counters[${PARTICLE_COUNTER.SORTED}u], 0u);
38
- }
39
- `),
40
- group_size: [1, 1, 1],
41
- });
42
-
43
- // --- build indirect args ---
44
-
45
- const indirect_resources = new ShaderResourceSetDescriptor();
46
- indirect_resources.createGroup()
47
- .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true) // atomics require a read_write binding even for atomicLoad
48
- .addStorageBuffer("dispatch_args", WebGPUArray.u32, true) // {x,y,z}
49
- .addStorageBuffer("draw_args", WebGPUArray.u32, true) // {vertexCount, instanceCount, firstVertex, firstInstance}
50
- .addUniform("u_workgroup_size", u32);
51
-
52
- export const shader_particle_build_indirect = ComputeShader.from({
53
- label: "Particle Build Indirect",
54
- resources: indirect_resources,
55
- body: CodeChunk.from(/* wgsl */ `
56
- @compute @workgroup_size(1, 1, 1)
57
- fn main() {
58
- let alive = atomicLoad(&counters[${PARTICLE_COUNTER.ALIVE}u]);
59
-
60
- // Snapshot: this frame's final alive count is next frame's exact simulate input length.
61
- atomicStore(&counters[${PARTICLE_COUNTER.ALIVE_IN}u], alive);
62
-
63
- // Simulate dispatch (consumed NEXT frame): one thread per alive particle, whole workgroups.
64
- let groups = (alive + u_workgroup_size - 1u) / max(u_workgroup_size, 1u);
65
- dispatch_args[0] = groups;
66
- dispatch_args[1] = 1u;
67
- dispatch_args[2] = 1u;
68
-
69
- // Instanced billboard draw (consumed THIS frame): 6 verts per particle, one instance per alive.
70
- draw_args[0] = 6u;
71
- draw_args[1] = alive;
72
- draw_args[2] = 0u;
73
- draw_args[3] = 0u;
74
- }
75
- `),
76
- group_size: [1, 1, 1],
77
- });
78
-
79
- export { PARTICLE_SIMULATE_WORKGROUP_SIZE };
1
+ import { atomic_u32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { ComputeShader } from "../../shader/ComputeShader.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
6
+ import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
7
+ import { PARTICLE_SIMULATE_WORKGROUP_SIZE } from "./shader_particle_simulate.js";
8
+
9
+ /**
10
+ * Small housekeeping passes that keep the pipeline GPU-driven:
11
+ *
12
+ * - {@link shader_particle_reset_counters} — zero the alive / spawn / sorted counters at the top of
13
+ * the frame (the dead count and the ALIVE_IN snapshot persist across frames).
14
+ * - {@link shader_particle_build_indirect} — read the frame's final alive count and (a) snapshot it
15
+ * into {@link PARTICLE_COUNTER.ALIVE_IN} — the exact input length for NEXT frame's simulate, (b)
16
+ * write the indirect dispatch args next frame's simulate consumes, and (c) write the indirect draw
17
+ * args for THIS frame's billboard render. Nothing round-trips to the CPU. Sizing the dispatch or
18
+ * draw from a stale CPU readback instead is a correctness bug: when the alive count grows the tail
19
+ * of the list is never simulated (slots leak into limbo), and when it shrinks stale entries beyond
20
+ * the written range get re-simulated — a dead slot is pushed to the free list twice and later
21
+ * popped twice, leaving two live particles sharing one record.
22
+ */
23
+
24
+ // --- reset ---
25
+
26
+ const reset_resources = new ShaderResourceSetDescriptor();
27
+ reset_resources.createGroup().addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true);
28
+
29
+ export const shader_particle_reset_counters = ComputeShader.from({
30
+ label: "Particle Reset Counters",
31
+ resources: reset_resources,
32
+ body: CodeChunk.from(/* wgsl */ `
33
+ @compute @workgroup_size(1, 1, 1)
34
+ fn main() {
35
+ atomicStore(&counters[${PARTICLE_COUNTER.ALIVE}u], 0u);
36
+ atomicStore(&counters[${PARTICLE_COUNTER.SPAWN}u], 0u);
37
+ atomicStore(&counters[${PARTICLE_COUNTER.SORTED}u], 0u);
38
+ }
39
+ `),
40
+ });
41
+
42
+ // --- build indirect args ---
43
+
44
+ const indirect_resources = new ShaderResourceSetDescriptor();
45
+ indirect_resources.createGroup()
46
+ .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true) // atomics require a read_write binding even for atomicLoad
47
+ .addStorageBuffer("dispatch_args", WebGPUArray.u32, true) // {x,y,z}
48
+ .addStorageBuffer("draw_args", WebGPUArray.u32, true) // {vertexCount, instanceCount, firstVertex, firstInstance}
49
+ .addUniform("u_workgroup_size", u32);
50
+
51
+ export const shader_particle_build_indirect = ComputeShader.from({
52
+ label: "Particle Build Indirect",
53
+ resources: indirect_resources,
54
+ body: CodeChunk.from(/* wgsl */ `
55
+ @compute @workgroup_size(1, 1, 1)
56
+ fn main() {
57
+ let alive = atomicLoad(&counters[${PARTICLE_COUNTER.ALIVE}u]);
58
+
59
+ // Snapshot: this frame's final alive count is next frame's exact simulate input length.
60
+ atomicStore(&counters[${PARTICLE_COUNTER.ALIVE_IN}u], alive);
61
+
62
+ // Simulate dispatch (consumed NEXT frame): one thread per alive particle, whole workgroups.
63
+ let groups = (alive + u_workgroup_size - 1u) / max(u_workgroup_size, 1u);
64
+ dispatch_args[0] = groups;
65
+ dispatch_args[1] = 1u;
66
+ dispatch_args[2] = 1u;
67
+
68
+ // Instanced billboard draw (consumed THIS frame): 6 verts per particle, one instance per alive.
69
+ draw_args[0] = 6u;
70
+ draw_args[1] = alive;
71
+ draw_args[2] = 0u;
72
+ draw_args[3] = 0u;
73
+ }
74
+ `),
75
+ });
76
+
77
+ export { PARTICLE_SIMULATE_WORKGROUP_SIZE };
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"shader_particle_render.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_render.js"],"names":[],"mappings":"AA6JA;;;;;;;;;GASG;AACH;IAP4B,YAAY,GAA7B,MAAM;IACgB,YAAY,GAAlC,MAAM,GAAC,IAAI;IAEkB,aAAa;IAExC,wBAAwB,CAqBpC;;;;;;;;;;;;;;;;AAED,yFAAyF;AACzF,uEAAsD;yCA7Lb,iEAAiE;4CAO9D,sDAAsD"}