@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
@@ -1,183 +1,190 @@
1
- import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
- import { ColorTargetState } from "../../../descriptor/pipeline/render/ColorTargetState.js";
3
- import { DepthStencilState } from "../../../descriptor/pipeline/render/DepthStencilState.js";
4
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
5
- import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
6
- import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
7
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
8
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
9
- import {
10
- PARTICLE_RECORD_HEADER_EMITTER,
11
- PARTICLE_RECORD_WORD_COUNT,
12
- } from "../ParticleConstants.js";
13
- import { EMITTER_ATTRIBUTE_ABSENT, EMITTER_FLAG } from "../data/PARTICLE_EMITTER_LAYOUT.js";
14
- import { chunk_particle_emitter } from "../data/chunk_particle_emitter.js";
15
- import { chunk_particle_lighting_unlit } from "./chunk_particle_lighting.js";
16
- import { chunk_particle_render_math } from "./chunk_particle_render_math.js";
17
-
18
- /**
19
- * The billboard renderer.
20
- *
21
- * One instanced draw covers every visible particle: `instance_index` indexes the depth-`sorted` slot
22
- * list, `vertex_index` (0..5) picks a quad corner. The vertex stage reads the particle's render-bound
23
- * attributes (position / size / colour / rotation / flipbook frame), expands the corner per the
24
- * emitter's projection mode, and projects with the camera. The fragment stage samples the atlas
25
- * sub-rect + flipbook cell, applies an optional soft-depth fade against the scene depth, runs the
26
- * pluggable lighting hook (unlit by default; the feature swaps in the shading-chunk-backed one when
27
- * an emitter enables lighting), and emits premultiplied colour.
28
- *
29
- * A single blend state — `src*1 + dst*(1-srcAlpha)` on both channels — expresses alpha and additive
30
- * blending; the shader chooses per particle by how it premultiplies (see `particle_premultiply`), so
31
- * the whole draw stays GPU-driven with no pipeline switches.
32
- *
33
- * The math (billboard expansion, atlas/flipbook UV, soft fade, premultiply) is unit-tested in
34
- * {@link ./chunk_particle_render_math.spec.js}; this module assembles it into a render pipeline.
35
- */
36
-
37
- /** Premultiplied blend: additive when a=0 (dst preserved, colour adds), over-blend when a=srcAlpha. */
38
- export const PARTICLE_BILLBOARD_BLEND = {
39
- color: { operation: "add", srcFactor: "one", dstFactor: "one-minus-src-alpha" },
40
- alpha: { operation: "add", srcFactor: "one", dstFactor: "one-minus-src-alpha" },
41
- };
42
-
43
- const resources = new ShaderResourceSetDescriptor();
44
- resources.createGroup()
45
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
46
- .addStorageBuffer("pool", WebGPUArray.u32, false)
47
- .addStorageBuffer("sorted", WebGPUArray.u32, false)
48
- .addStorageBuffer("emitters", WebGPUArray.u32, false)
49
- // Sampled with a filtering sampler, so the atlas must be a filterable float texture.
50
- .addTexture("atlas", "float")
51
- .addSampler("atlas_sampler", "filtering")
52
- // Only textureLoad-ed (soft depth), so it can be unfilterable — matches an r32float scene depth.
53
- .addTexture("scene_depth", "unfilterable-float");
54
-
55
- const body = CodeChunk.from(/* wgsl */ `
56
- const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
57
- const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
58
- const PARTICLE_ATTRIBUTE_ABSENT : u32 = ${EMITTER_ATTRIBUTE_ABSENT}u;
59
- const PARTICLE_FLAG_SOFT_DEPTH : u32 = ${EMITTER_FLAG.SOFT_DEPTH}u;
60
- const PARTICLE_FLAG_LIGHTING : u32 = ${EMITTER_FLAG.LIGHTING}u;
61
- const PARTICLE_SOFT_FADE_RANGE : f32 = 0.5;
62
-
63
- struct ParticleVertexOut {
64
- @builtin(position) clip : vec4<f32>,
65
- @location(0) uv : vec2<f32>,
66
- @location(1) color : vec4<f32>,
67
- @location(2) world_position : vec3<f32>,
68
- @location(3) normal : vec3<f32>,
69
- @location(4) view_depth : f32,
70
- @location(5) @interpolate(flat) flags : u32,
71
- @location(6) @interpolate(flat) blend : u32,
72
- }
73
-
74
- fn particle_read_vec(base : u32, offset : u32, count : u32) -> vec4<f32> {
75
- var v = vec4<f32>(0.0);
76
- if (count > 0u) { v.x = bitcast<f32>(pool[base + offset]); }
77
- if (count > 1u) { v.y = bitcast<f32>(pool[base + offset + 1u]); }
78
- if (count > 2u) { v.z = bitcast<f32>(pool[base + offset + 2u]); }
79
- if (count > 3u) { v.w = bitcast<f32>(pool[base + offset + 3u]); }
80
- return v;
81
- }
82
-
83
- @vertex
84
- fn vs_main(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> ParticleVertexOut {
85
- var corners = array<vec2<f32>, 6>(
86
- vec2<f32>(-1.0, -1.0), vec2<f32>(1.0, -1.0), vec2<f32>(1.0, 1.0),
87
- vec2<f32>(-1.0, -1.0), vec2<f32>(1.0, 1.0), vec2<f32>(-1.0, 1.0),
88
- );
89
- let corner = corners[vi];
90
-
91
- let slot = sorted[ii];
92
- let base = slot * PARTICLE_RECORD_WORDS;
93
- let emitter_index = pool[base + PARTICLE_HEADER_EMITTER];
94
- let em = particle_emitter_read(&emitters, emitter_index);
95
-
96
- var world_center = vec3<f32>(0.0);
97
- if (em.render_position != PARTICLE_ATTRIBUTE_ABSENT) { world_center = particle_read_vec(base, em.render_position, 3u).xyz; }
98
- var size = 1.0;
99
- if (em.render_size != PARTICLE_ATTRIBUTE_ABSENT) { size = bitcast<f32>(pool[base + em.render_size]); }
100
- var color = vec4<f32>(1.0);
101
- if (em.render_color != PARTICLE_ATTRIBUTE_ABSENT) { color = particle_read_vec(base, em.render_color, 4u); }
102
- var rotation = 0.0;
103
- if (em.render_rotation != PARTICLE_ATTRIBUTE_ABSENT) { rotation = bitcast<f32>(pool[base + em.render_rotation]); }
104
- var frame = 0.0;
105
- if (em.render_frame != PARTICLE_ATTRIBUTE_ABSENT) { frame = bitcast<f32>(pool[base + em.render_frame]); }
106
- var velocity = vec3<f32>(0.0);
107
- if (em.render_velocity != PARTICLE_ATTRIBUTE_ABSENT) { velocity = particle_read_vec(base, em.render_velocity, 3u).xyz; }
108
-
109
- let cam_right = camera.transform[0].xyz;
110
- let cam_up = camera.transform[1].xyz;
111
- let cam_forward = -camera.transform[2].xyz;
112
-
113
- let offset = particle_billboard_offset(corner, size, rotation, cam_right, cam_up, cam_forward, velocity, particle_emitter_projection(em.flags));
114
- let world = world_center + offset;
115
-
116
- var out : ParticleVertexOut;
117
- out.clip = camera.view_projection_matrix * vec4<f32>(world, 1.0);
118
- out.uv = particle_atlas_uv(corner * 0.5 + vec2<f32>(0.5), em.atlas_region, em.flipbook, frame);
119
- out.color = color;
120
- out.world_position = world;
121
- out.normal = -cam_forward;
122
- out.view_depth = -(camera.view_matrix * vec4<f32>(world, 1.0)).z;
123
- out.flags = em.flags;
124
- out.blend = particle_emitter_blend(em.flags);
125
- return out;
126
- }
127
-
128
- @fragment
129
- fn fs_main(in : ParticleVertexOut) -> @location(0) vec4<f32> {
130
- let sampled = textureSample(atlas, atlas_sampler, in.uv);
131
- var color = sampled * in.color;
132
-
133
- if ((in.flags & PARTICLE_FLAG_SOFT_DEPTH) != 0u) {
134
- let scene_dev = textureLoad(scene_depth, vec2<i32>(in.clip.xy), 0).r;
135
- // Reverse-Z hyperbolic linearisation: view_depth = A / (device_depth + B).
136
- let A = camera.device_depth_to_view_space.y;
137
- let B = camera.device_depth_to_view_space.x;
138
- let scene_vd = select(A / (scene_dev + B), 1e9, scene_dev <= 0.0);
139
- color.a = color.a * particle_soft_fade(scene_vd, in.view_depth, PARTICLE_SOFT_FADE_RANGE);
140
- }
141
-
142
- if ((in.flags & PARTICLE_FLAG_LIGHTING) != 0u) {
143
- color = particle_apply_lighting(color, in.world_position, normalize(in.normal));
144
- }
145
-
146
- return particle_premultiply(color, in.blend);
147
- }
148
- `, [chunk_particle_emitter, chunk_particle_render_math, chunk_particle_lighting_unlit]);
149
-
150
- /**
151
- * Build the billboard render pipeline descriptor.
152
- * @param {object} [options]
153
- * @param {string} [options.color_format] colour target format
154
- * @param {string|null} [options.depth_format] scene depth format (test-only, no write); pass null to
155
- * render without a depth attachment (e.g. an additive-only prototype with no scene geometry)
156
- * @param {GPUCompareFunction} [options.depth_compare] depth test "greater"/"greater-equal" for
157
- * reverse-Z scenes (the engine convention), "less"/"less-equal" for a standard-Z scene
158
- * @returns {RenderPipelineDescriptor}
159
- */
160
- export function create_particle_billboard_pipeline({ color_format = "rgba16float", depth_format = "depth32float", depth_compare = "greater" } = {}) {
161
- const descriptor = ShaderDescriptor.from({ label: "Particle Billboard", body, resources });
162
- const code = descriptor.compile();
163
-
164
- return RenderPipelineDescriptor.from({
165
- label: "Particle Billboard",
166
- layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
167
- vertex: { module: { code }, entryPoint: "vs_main" },
168
- fragment: {
169
- module: { code },
170
- entryPoint: "fs_main",
171
- targets: [ColorTargetState.from({ format: color_format, blend: PARTICLE_BILLBOARD_BLEND })],
172
- },
173
- // Depth-test against the scene, but never write (transparent). Omitted entirely when no depth
174
- // attachment is bound.
175
- depthStencil: depth_format == null
176
- ? undefined
177
- : DepthStencilState.from({ format: depth_format, depthWriteEnabled: false, depthCompare: depth_compare }),
178
- primitive: { topology: "triangle-list", cullMode: "none" },
179
- });
180
- }
181
-
182
- /** The billboard shader's resource set (for building bind groups + the draw command). */
183
- export const PARTICLE_BILLBOARD_RESOURCES = resources;
1
+ import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
+ import { ColorTargetState } from "../../../descriptor/pipeline/render/ColorTargetState.js";
3
+ import { DepthStencilState } from "../../../descriptor/pipeline/render/DepthStencilState.js";
4
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
5
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
6
+ import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
7
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
8
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
9
+ import {
10
+ PARTICLE_RECORD_HEADER_EMITTER,
11
+ PARTICLE_RECORD_WORD_COUNT,
12
+ } from "../ParticleConstants.js";
13
+ import { EMITTER_ATTRIBUTE_ABSENT, EMITTER_FLAG } from "../data/PARTICLE_EMITTER_LAYOUT.js";
14
+ import { chunk_particle_emitter } from "../data/chunk_particle_emitter.js";
15
+ import { chunk_particle_lighting_unlit } from "./chunk_particle_lighting.js";
16
+ import { chunk_particle_render_math } from "./chunk_particle_render_math.js";
17
+
18
+ /**
19
+ * The billboard renderer.
20
+ *
21
+ * One instanced draw covers every visible particle: `instance_index` indexes the depth-`sorted` slot
22
+ * list, `vertex_index` (0..5) picks a quad corner. The vertex stage reads the particle's render-bound
23
+ * attributes (position / size / colour / rotation / flipbook frame), expands the corner per the
24
+ * emitter's projection mode, and projects with the camera. The fragment stage samples the atlas
25
+ * sub-rect + flipbook cell, applies an optional soft-depth fade against the scene depth, runs the
26
+ * pluggable lighting hook (unlit by default; the feature swaps in the shading-chunk-backed one when
27
+ * an emitter enables lighting), and emits premultiplied colour.
28
+ *
29
+ * A single blend state — `src*1 + dst*(1-srcAlpha)` on both channels — expresses alpha and additive
30
+ * blending; the shader chooses per particle by how it premultiplies (see `particle_premultiply`), so
31
+ * the whole draw stays GPU-driven with no pipeline switches.
32
+ *
33
+ * The math (billboard expansion, atlas/flipbook UV, soft fade, premultiply) is unit-tested in
34
+ * {@link ./chunk_particle_render_math.spec.js}; this module assembles it into a render pipeline.
35
+ */
36
+
37
+ /** Premultiplied blend: additive when a=0 (dst preserved, colour adds), over-blend when a=srcAlpha. */
38
+ export const PARTICLE_BILLBOARD_BLEND = {
39
+ color: { operation: "add", srcFactor: "one", dstFactor: "one-minus-src-alpha" },
40
+ alpha: { operation: "add", srcFactor: "one", dstFactor: "one-minus-src-alpha" },
41
+ };
42
+
43
+ const resources = new ShaderResourceSetDescriptor();
44
+ resources.createGroup()
45
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
46
+ .addStorageBuffer("pool", WebGPUArray.u32, false)
47
+ .addStorageBuffer("sorted", WebGPUArray.u32, false)
48
+ .addStorageBuffer("emitters", WebGPUArray.u32, false)
49
+ // Sampled with a filtering sampler, so the atlas must be a filterable float texture.
50
+ .addTexture("atlas", "float")
51
+ .addSampler("atlas_sampler", "filtering")
52
+ // Only textureLoad-ed (soft depth), so it can be unfilterable — matches an r32float scene depth.
53
+ .addTexture("scene_depth", "unfilterable-float");
54
+
55
+ const body = CodeChunk.from(/* wgsl */ `
56
+ const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
57
+ const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
58
+ const PARTICLE_ATTRIBUTE_ABSENT : u32 = ${EMITTER_ATTRIBUTE_ABSENT}u;
59
+ const PARTICLE_FLAG_SOFT_DEPTH : u32 = ${EMITTER_FLAG.SOFT_DEPTH}u;
60
+ const PARTICLE_FLAG_LIGHTING : u32 = ${EMITTER_FLAG.LIGHTING}u;
61
+ const PARTICLE_SOFT_FADE_RANGE : f32 = 0.5;
62
+
63
+ struct ParticleVertexOut {
64
+ @builtin(position) clip : vec4<f32>,
65
+ @location(0) uv : vec2<f32>,
66
+ @location(1) color : vec4<f32>,
67
+ @location(2) world_position : vec3<f32>,
68
+ @location(3) normal : vec3<f32>,
69
+ @location(4) view_depth : f32,
70
+ @location(5) @interpolate(flat) flags : u32,
71
+ @location(6) @interpolate(flat) blend : u32,
72
+ }
73
+
74
+ fn particle_read_vec(base : u32, offset : u32, count : u32) -> vec4<f32> {
75
+ var v = vec4<f32>(0.0);
76
+ if (count > 0u) { v.x = bitcast<f32>(pool[base + offset]); }
77
+ if (count > 1u) { v.y = bitcast<f32>(pool[base + offset + 1u]); }
78
+ if (count > 2u) { v.z = bitcast<f32>(pool[base + offset + 2u]); }
79
+ if (count > 3u) { v.w = bitcast<f32>(pool[base + offset + 3u]); }
80
+ return v;
81
+ }
82
+
83
+ @vertex
84
+ fn vs_main(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> ParticleVertexOut {
85
+ var corners = array<vec2<f32>, 6>(
86
+ vec2<f32>(-1.0, -1.0), vec2<f32>(1.0, -1.0), vec2<f32>(1.0, 1.0),
87
+ vec2<f32>(-1.0, -1.0), vec2<f32>(1.0, 1.0), vec2<f32>(-1.0, 1.0),
88
+ );
89
+ let corner = corners[vi];
90
+
91
+ let slot = sorted[ii];
92
+ let base = slot * PARTICLE_RECORD_WORDS;
93
+ let emitter_index = pool[base + PARTICLE_HEADER_EMITTER];
94
+ let em = particle_emitter_read(&emitters, emitter_index);
95
+
96
+ var world_center = vec3<f32>(0.0);
97
+ if (em.render_position != PARTICLE_ATTRIBUTE_ABSENT) { world_center = particle_read_vec(base, em.render_position, 3u).xyz; }
98
+ var size = 1.0;
99
+ if (em.render_size != PARTICLE_ATTRIBUTE_ABSENT) { size = bitcast<f32>(pool[base + em.render_size]); }
100
+ var color = vec4<f32>(1.0);
101
+ if (em.render_color != PARTICLE_ATTRIBUTE_ABSENT) { color = particle_read_vec(base, em.render_color, 4u); }
102
+ var rotation = 0.0;
103
+ if (em.render_rotation != PARTICLE_ATTRIBUTE_ABSENT) { rotation = bitcast<f32>(pool[base + em.render_rotation]); }
104
+ var frame = 0.0;
105
+ if (em.render_frame != PARTICLE_ATTRIBUTE_ABSENT) { frame = bitcast<f32>(pool[base + em.render_frame]); }
106
+ var velocity = vec3<f32>(0.0);
107
+ if (em.render_velocity != PARTICLE_ATTRIBUTE_ABSENT) { velocity = particle_read_vec(base, em.render_velocity, 3u).xyz; }
108
+
109
+ let cam_right = camera.transform[0].xyz;
110
+ let cam_up = camera.transform[1].xyz;
111
+ let cam_forward = -camera.transform[2].xyz;
112
+
113
+ let offset = particle_billboard_offset(corner, size, rotation, cam_right, cam_up, cam_forward, velocity, particle_emitter_projection(em.flags));
114
+ let world = world_center + offset;
115
+
116
+ var out : ParticleVertexOut;
117
+ out.clip = camera.view_projection_matrix * vec4<f32>(world, 1.0);
118
+ out.uv = particle_atlas_uv(corner * 0.5 + vec2<f32>(0.5), em.atlas_region, em.flipbook, frame);
119
+ out.color = color;
120
+ out.world_position = world;
121
+ out.normal = -cam_forward;
122
+ out.view_depth = -(camera.view_matrix * vec4<f32>(world, 1.0)).z;
123
+ out.flags = em.flags;
124
+ out.blend = particle_emitter_blend(em.flags);
125
+ return out;
126
+ }
127
+
128
+ @fragment
129
+ fn fs_main(in : ParticleVertexOut) -> @location(0) vec4<f32> {
130
+ let sampled = textureSample(atlas, atlas_sampler, in.uv);
131
+ var color = sampled * in.color;
132
+
133
+ if ((in.flags & PARTICLE_FLAG_SOFT_DEPTH) != 0u) {
134
+ let scene_dev = textureLoad(scene_depth, vec2<i32>(in.clip.xy), 0).r;
135
+ // Reverse-Z hyperbolic linearisation: view_depth = A / (device_depth + B).
136
+ let A = camera.device_depth_to_view_space.y;
137
+ let B = camera.device_depth_to_view_space.x;
138
+ let scene_vd = select(A / (scene_dev + B), 1e9, scene_dev <= 0.0);
139
+ color.a = color.a * particle_soft_fade(scene_vd, in.view_depth, PARTICLE_SOFT_FADE_RANGE);
140
+ }
141
+
142
+ if ((in.flags & PARTICLE_FLAG_LIGHTING) != 0u) {
143
+ color = particle_apply_lighting(color, in.world_position, normalize(in.normal));
144
+ }
145
+
146
+ return particle_premultiply(color, in.blend);
147
+ }
148
+ `, [chunk_particle_emitter, chunk_particle_render_math, chunk_particle_lighting_unlit]);
149
+
150
+ /**
151
+ * The shader itself. One compilation, shared by every pipeline built from it — the options below
152
+ * vary the pipeline state, never the WGSL.
153
+ *
154
+ * @type {ShaderDescriptor}
155
+ */
156
+ const descriptor = ShaderDescriptor.from({ label: "Particle Billboard", body, resources });
157
+
158
+ /**
159
+ * Build the billboard render pipeline descriptor.
160
+ * @param {object} [options]
161
+ * @param {string} [options.color_format] colour target format
162
+ * @param {string|null} [options.depth_format] scene depth format (test-only, no write); pass null to
163
+ * render without a depth attachment (e.g. an additive-only prototype with no scene geometry)
164
+ * @param {GPUCompareFunction} [options.depth_compare] depth test — "greater"/"greater-equal" for
165
+ * reverse-Z scenes (the engine convention), "less"/"less-equal" for a standard-Z scene
166
+ * @returns {RenderPipelineDescriptor}
167
+ */
168
+ export function create_particle_billboard_pipeline({ color_format = "rgba16float", depth_format = "depth32float", depth_compare = "greater" } = {}) {
169
+ const code = descriptor.source;
170
+
171
+ return RenderPipelineDescriptor.from({
172
+ label: "Particle Billboard",
173
+ layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
174
+ vertex: { module: { code }, entryPoint: "vs_main" },
175
+ fragment: {
176
+ module: { code },
177
+ entryPoint: "fs_main",
178
+ targets: [ColorTargetState.from({ format: color_format, blend: PARTICLE_BILLBOARD_BLEND })],
179
+ },
180
+ // Depth-test against the scene, but never write (transparent). Omitted entirely when no depth
181
+ // attachment is bound.
182
+ depthStencil: depth_format == null
183
+ ? undefined
184
+ : DepthStencilState.from({ format: depth_format, depthWriteEnabled: false, depthCompare: depth_compare }),
185
+ primitive: { topology: "triangle-list", cullMode: "none" },
186
+ });
187
+ }
188
+
189
+ /** The billboard shader's resource set (for building bind groups + the draw command). */
190
+ export const PARTICLE_BILLBOARD_RESOURCES = resources;
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_simulate.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_simulate.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,+CAHU,aAAa,CAG4B;AA0DnD,qDAKG;8BAjG2B,+BAA+B"}
1
+ {"version":3,"file":"shader_particle_simulate.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_simulate.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,+CAHU,aAAa,CAG4B;AA0DnD,qDAIG;8BAhG2B,+BAA+B"}
@@ -1,100 +1,99 @@
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_WORD_COUNT,
9
- PARTICLE_VM_INSTRUCTION_WORDS,
10
- } from "../ParticleConstants.js";
11
- import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
12
- import { chunk_particle_context, chunk_particle_curve_disabled } from "./chunk_particle_context.js";
13
-
14
- /**
15
- * The particle simulate pass — Destiny-style single execution shader.
16
- *
17
- * One dispatch processes the entire alive list across every emitter. Per particle: read its owning
18
- * emitter, set up the VM context + RNG, run that emitter's compiled UPDATE program over the record,
19
- * then compact — killed particles are pushed back to the dead (free) list, survivors are appended to
20
- * the new alive list. There is exactly one pipeline regardless of how many distinct effects exist,
21
- * because behaviour is data (the bytecode program), not code.
22
- *
23
- * The input length is read from `counters[ALIVE_IN]` — the previous frame's final alive count,
24
- * snapshotted on the GPU by the build-indirect pass — NOT from a CPU uniform. A CPU-provided count
25
- * is inevitably stale (readback latency) and corrupts the pool: under-counting orphans the tail of
26
- * the alive list (slots leak into limbo), over-counting re-simulates stale entries and double-frees
27
- * their slots. Dispatch this shader with `dispatchWorkgroupsIndirect` using the args the
28
- * build-indirect pass wrote last frame, so thread count and bound agree by construction.
29
- *
30
- * All structured reads go through `array<u32>` for emulator-testability. Curve sampling uses the
31
- * pluggable `particle_vm_sample_curve` — here the no-op provider; the feature swaps in the
32
- * animation-database-backed one.
33
- *
34
- * @type {ComputeShader}
35
- */
36
-
37
- export const PARTICLE_SIMULATE_WORKGROUP_SIZE = 64;
38
-
39
- const resources = new ShaderResourceSetDescriptor();
40
- resources.createGroup()
41
- .addStorageBuffer("emitters", WebGPUArray.u32, false)
42
- .addStorageBuffer("program", WebGPUArray.u32, false)
43
- .addStorageBuffer("vm_constants", WebGPUArray.u32, false)
44
- .addStorageBuffer("pool", WebGPUArray.u32, true)
45
- .addStorageBuffer("alive_in", WebGPUArray.u32, false)
46
- .addStorageBuffer("alive_out", WebGPUArray.u32, true)
47
- .addStorageBuffer("dead", WebGPUArray.u32, true)
48
- .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true)
49
- .addUniform("u_dt", f32)
50
- .addUniform("u_time", f32)
51
- .addUniform("u_frame", u32);
52
-
53
- const body = CodeChunk.from(/* wgsl */ `
54
- const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}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
- const COUNTER_ALIVE_IN : u32 = ${PARTICLE_COUNTER.ALIVE_IN}u;
60
-
61
- @compute @workgroup_size(${PARTICLE_SIMULATE_WORKGROUP_SIZE}, 1, 1)
62
- fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
63
- let i = gid.x;
64
- // The exact alive-list length, snapshotted on-GPU last frame — never a stale CPU value.
65
- if (i >= atomicLoad(&counters[COUNTER_ALIVE_IN])) { return; }
66
-
67
- let slot = alive_in[i];
68
- let record_base = slot * PARTICLE_RECORD_WORDS;
69
- let emitter_index = pool[record_base + PARTICLE_HEADER_EMITTER];
70
-
71
- let em = particle_emitter_read(&emitters, emitter_index);
72
-
73
- particle_vm_reset();
74
- particle_setup_context(em, slot, u_dt, u_time, 0.0, 0.0, u_frame);
75
- particle_vm_execute(
76
- &program,
77
- em.update_offset * PARTICLE_INSTRUCTION_WORDS,
78
- em.update_count,
79
- &vm_constants,
80
- em.constant_offset,
81
- &pool,
82
- record_base,
83
- );
84
-
85
- if (vm_killed) {
86
- let d = atomicAdd(&counters[COUNTER_DEAD], 1u);
87
- dead[d] = slot;
88
- } else {
89
- let a = atomicAdd(&counters[COUNTER_ALIVE], 1u);
90
- alive_out[a] = slot;
91
- }
92
- }
93
- `, [chunk_particle_context, chunk_particle_curve_disabled]);
94
-
95
- export const shader_particle_simulate = ComputeShader.from({
96
- label: "Particle Simulate",
97
- resources,
98
- body,
99
- group_size: [PARTICLE_SIMULATE_WORKGROUP_SIZE, 1, 1],
100
- });
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_WORD_COUNT,
9
+ PARTICLE_VM_INSTRUCTION_WORDS,
10
+ } from "../ParticleConstants.js";
11
+ import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
12
+ import { chunk_particle_context, chunk_particle_curve_disabled } from "./chunk_particle_context.js";
13
+
14
+ /**
15
+ * The particle simulate pass — Destiny-style single execution shader.
16
+ *
17
+ * One dispatch processes the entire alive list across every emitter. Per particle: read its owning
18
+ * emitter, set up the VM context + RNG, run that emitter's compiled UPDATE program over the record,
19
+ * then compact — killed particles are pushed back to the dead (free) list, survivors are appended to
20
+ * the new alive list. There is exactly one pipeline regardless of how many distinct effects exist,
21
+ * because behaviour is data (the bytecode program), not code.
22
+ *
23
+ * The input length is read from `counters[ALIVE_IN]` — the previous frame's final alive count,
24
+ * snapshotted on the GPU by the build-indirect pass — NOT from a CPU uniform. A CPU-provided count
25
+ * is inevitably stale (readback latency) and corrupts the pool: under-counting orphans the tail of
26
+ * the alive list (slots leak into limbo), over-counting re-simulates stale entries and double-frees
27
+ * their slots. Dispatch this shader with `dispatchWorkgroupsIndirect` using the args the
28
+ * build-indirect pass wrote last frame, so thread count and bound agree by construction.
29
+ *
30
+ * All structured reads go through `array<u32>` for emulator-testability. Curve sampling uses the
31
+ * pluggable `particle_vm_sample_curve` — here the no-op provider; the feature swaps in the
32
+ * animation-database-backed one.
33
+ *
34
+ * @type {ComputeShader}
35
+ */
36
+
37
+ export const PARTICLE_SIMULATE_WORKGROUP_SIZE = 64;
38
+
39
+ const resources = new ShaderResourceSetDescriptor();
40
+ resources.createGroup()
41
+ .addStorageBuffer("emitters", WebGPUArray.u32, false)
42
+ .addStorageBuffer("program", WebGPUArray.u32, false)
43
+ .addStorageBuffer("vm_constants", WebGPUArray.u32, false)
44
+ .addStorageBuffer("pool", WebGPUArray.u32, true)
45
+ .addStorageBuffer("alive_in", WebGPUArray.u32, false)
46
+ .addStorageBuffer("alive_out", WebGPUArray.u32, true)
47
+ .addStorageBuffer("dead", WebGPUArray.u32, true)
48
+ .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true)
49
+ .addUniform("u_dt", f32)
50
+ .addUniform("u_time", f32)
51
+ .addUniform("u_frame", u32);
52
+
53
+ const body = CodeChunk.from(/* wgsl */ `
54
+ const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}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
+ const COUNTER_ALIVE_IN : u32 = ${PARTICLE_COUNTER.ALIVE_IN}u;
60
+
61
+ @compute @workgroup_size(${PARTICLE_SIMULATE_WORKGROUP_SIZE}, 1, 1)
62
+ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
63
+ let i = gid.x;
64
+ // The exact alive-list length, snapshotted on-GPU last frame — never a stale CPU value.
65
+ if (i >= atomicLoad(&counters[COUNTER_ALIVE_IN])) { return; }
66
+
67
+ let slot = alive_in[i];
68
+ let record_base = slot * PARTICLE_RECORD_WORDS;
69
+ let emitter_index = pool[record_base + PARTICLE_HEADER_EMITTER];
70
+
71
+ let em = particle_emitter_read(&emitters, emitter_index);
72
+
73
+ particle_vm_reset();
74
+ particle_setup_context(em, slot, u_dt, u_time, 0.0, 0.0, u_frame);
75
+ particle_vm_execute(
76
+ &program,
77
+ em.update_offset * PARTICLE_INSTRUCTION_WORDS,
78
+ em.update_count,
79
+ &vm_constants,
80
+ em.constant_offset,
81
+ &pool,
82
+ record_base,
83
+ );
84
+
85
+ if (vm_killed) {
86
+ let d = atomicAdd(&counters[COUNTER_DEAD], 1u);
87
+ dead[d] = slot;
88
+ } else {
89
+ let a = atomicAdd(&counters[COUNTER_ALIVE], 1u);
90
+ alive_out[a] = slot;
91
+ }
92
+ }
93
+ `, [chunk_particle_context, chunk_particle_curve_disabled]);
94
+
95
+ export const shader_particle_simulate = ComputeShader.from({
96
+ label: "Particle Simulate",
97
+ resources,
98
+ body,
99
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_sort.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/sort/shader_particle_sort.js"],"names":[],"mappings":"AASA;;;;;;;;;;;;;;;;;;GAkBG;AAEH,8CAA+C;AAyB/C,uDAKG;AA+DH,2DAKG;AA4BH,yDAKG;8BA9J2B,+BAA+B"}
1
+ {"version":3,"file":"shader_particle_sort.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/sort/shader_particle_sort.js"],"names":[],"mappings":"AASA;;;;;;;;;;;;;;;;;;GAkBG;AAEH,8CAA+C;AAyB/C,uDAIG;AA+DH,2DAIG;AA4BH,yDAIG;8BA3J2B,+BAA+B"}