@woosh/meep-engine 3.11.3 → 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 (401) hide show
  1. package/README.md +14 -18
  2. package/editor/SelectionVisualizer.js +127 -127
  3. package/editor/entity_world_bounds.js +27 -27
  4. package/editor/particles/rebuildParticleEmitter.js +31 -31
  5. package/editor/process/SymbolicDisplayProcess.js +1 -1
  6. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  7. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  8. package/editor/prototypeEditorShell.js +156 -156
  9. package/editor/selection/editor_pick.js +130 -130
  10. package/editor/selection/screen_rect_frustum.js +119 -119
  11. package/editor/tools/v2/TransformControls.js +971 -971
  12. package/package.json +1 -1
  13. package/src/engine/Engine.d.ts +3 -3
  14. package/src/engine/Engine.d.ts.map +1 -1
  15. package/src/engine/Engine.js +726 -726
  16. package/src/engine/EngineHarness.d.ts +1 -1
  17. package/src/engine/EngineHarness.js +590 -590
  18. package/src/engine/ecs/HIERARCHY_REVIEW.md +717 -717
  19. package/src/engine/ecs/terrain/ecs/BuildLightTexture.d.ts +1 -1
  20. package/src/engine/ecs/terrain/ecs/BuildLightTexture.js +27 -27
  21. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -5
  22. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  23. package/src/engine/ecs/terrain/ecs/Terrain.js +790 -790
  24. package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -129
  25. package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +1 -1
  26. package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -28
  27. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +1 -1
  28. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +428 -428
  29. package/src/engine/graphics/ecs/water/Water.d.ts +1 -1
  30. package/src/engine/graphics/ecs/water/Water.js +104 -104
  31. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +1 -1
  32. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1 -1
  33. package/src/engine/graphics3/AnimationGraphSystem.d.ts +65 -0
  34. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -0
  35. package/src/engine/graphics3/AnimationGraphSystem.js +329 -0
  36. package/src/engine/graphics3/AnimationGraphSystem3.d.ts +6 -61
  37. package/src/engine/graphics3/AnimationGraphSystem3.d.ts.map +1 -1
  38. package/src/engine/graphics3/AnimationGraphSystem3.js +6 -325
  39. package/src/engine/graphics3/AnimationSystem.d.ts +76 -0
  40. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -0
  41. package/src/engine/graphics3/AnimationSystem.js +352 -0
  42. package/src/engine/graphics3/AnimationSystem3.d.ts +6 -72
  43. package/src/engine/graphics3/AnimationSystem3.d.ts.map +1 -1
  44. package/src/engine/graphics3/AnimationSystem3.js +6 -348
  45. package/src/engine/graphics3/CameraSystem.d.ts +49 -0
  46. package/src/engine/graphics3/CameraSystem.d.ts.map +1 -0
  47. package/src/engine/graphics3/CameraSystem.js +170 -0
  48. package/src/engine/graphics3/CameraSystem3.d.ts +6 -45
  49. package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
  50. package/src/engine/graphics3/CameraSystem3.js +6 -166
  51. package/src/engine/graphics3/DebugDrawSystem.d.ts +72 -0
  52. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -0
  53. package/src/engine/graphics3/DebugDrawSystem.js +205 -0
  54. package/src/engine/graphics3/DebugDrawSystem3.d.ts +6 -68
  55. package/src/engine/graphics3/DebugDrawSystem3.d.ts.map +1 -1
  56. package/src/engine/graphics3/DebugDrawSystem3.js +6 -201
  57. package/src/engine/graphics3/DecalSystem.d.ts +81 -0
  58. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -0
  59. package/src/engine/graphics3/DecalSystem.js +441 -0
  60. package/src/engine/graphics3/DecalSystem3.d.ts +6 -77
  61. package/src/engine/graphics3/DecalSystem3.d.ts.map +1 -1
  62. package/src/engine/graphics3/DecalSystem3.js +6 -437
  63. package/src/engine/graphics3/FogOfWarSystem.d.ts +74 -0
  64. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -0
  65. package/src/engine/graphics3/FogOfWarSystem.js +265 -0
  66. package/src/engine/graphics3/FogOfWarSystem3.d.ts +6 -70
  67. package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +1 -1
  68. package/src/engine/graphics3/FogOfWarSystem3.js +6 -261
  69. package/src/engine/graphics3/GraphicsEngine.d.ts +340 -0
  70. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -0
  71. package/src/engine/graphics3/GraphicsEngine.js +790 -0
  72. package/src/engine/graphics3/GraphicsEngine3.d.ts +6 -336
  73. package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
  74. package/src/engine/graphics3/GraphicsEngine3.js +6 -786
  75. package/src/engine/graphics3/HighlightSystem.d.ts +82 -0
  76. package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -0
  77. package/src/engine/graphics3/HighlightSystem.js +241 -0
  78. package/src/engine/graphics3/HighlightSystem3.d.ts +6 -78
  79. package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
  80. package/src/engine/graphics3/HighlightSystem3.js +6 -237
  81. package/src/engine/graphics3/LightSystem.d.ts +40 -0
  82. package/src/engine/graphics3/LightSystem.d.ts.map +1 -0
  83. package/src/engine/graphics3/LightSystem.js +211 -0
  84. package/src/engine/graphics3/LightSystem3.d.ts +6 -36
  85. package/src/engine/graphics3/LightSystem3.d.ts.map +1 -1
  86. package/src/engine/graphics3/LightSystem3.js +6 -207
  87. package/src/engine/graphics3/MeshSystem.d.ts +106 -0
  88. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -0
  89. package/src/engine/graphics3/MeshSystem.js +647 -0
  90. package/src/engine/graphics3/MeshSystem3.d.ts +6 -102
  91. package/src/engine/graphics3/MeshSystem3.d.ts.map +1 -1
  92. package/src/engine/graphics3/MeshSystem3.js +6 -642
  93. package/src/engine/graphics3/ParticipatingMedia.d.ts +2 -2
  94. package/src/engine/graphics3/ParticipatingMedia.js +203 -203
  95. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +87 -0
  96. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -0
  97. package/src/engine/graphics3/ParticipatingMediaSystem.js +184 -0
  98. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +6 -83
  99. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -1
  100. package/src/engine/graphics3/ParticipatingMediaSystem3.js +6 -180
  101. package/src/engine/graphics3/ParticleEmitterSystem.d.ts +76 -0
  102. package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -0
  103. package/src/engine/graphics3/ParticleEmitterSystem.js +289 -0
  104. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +6 -72
  105. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
  106. package/src/engine/graphics3/ParticleEmitterSystem3.js +6 -285
  107. package/src/engine/graphics3/PathDisplaySystem.d.ts +70 -0
  108. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -0
  109. package/src/engine/graphics3/PathDisplaySystem.js +309 -0
  110. package/src/engine/graphics3/PathDisplaySystem3.d.ts +6 -66
  111. package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +1 -1
  112. package/src/engine/graphics3/PathDisplaySystem3.js +6 -305
  113. package/src/engine/graphics3/Pickable.d.ts +1 -1
  114. package/src/engine/graphics3/Pickable.js +65 -65
  115. package/src/engine/graphics3/PickingQuery.d.ts +1 -1
  116. package/src/engine/graphics3/PickingQuery.js +48 -48
  117. package/src/engine/graphics3/PickingSystem.d.ts +67 -0
  118. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -0
  119. package/src/engine/graphics3/PickingSystem.js +273 -0
  120. package/src/engine/graphics3/PickingSystem3.d.ts +6 -63
  121. package/src/engine/graphics3/PickingSystem3.d.ts.map +1 -1
  122. package/src/engine/graphics3/PickingSystem3.js +6 -269
  123. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +47 -0
  124. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -0
  125. package/src/engine/graphics3/ShadedGeometrySystem.js +169 -0
  126. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +6 -43
  127. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +1 -1
  128. package/src/engine/graphics3/ShadedGeometrySystem3.js +6 -165
  129. package/src/engine/graphics3/TerrainSystem.d.ts +80 -0
  130. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -0
  131. package/src/engine/graphics3/TerrainSystem.js +566 -0
  132. package/src/engine/graphics3/TerrainSystem3.d.ts +6 -76
  133. package/src/engine/graphics3/TerrainSystem3.d.ts.map +1 -1
  134. package/src/engine/graphics3/TerrainSystem3.js +6 -562
  135. package/src/engine/graphics3/TooltipComponentSystem.d.ts +65 -0
  136. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -0
  137. package/src/engine/graphics3/TooltipComponentSystem.js +328 -0
  138. package/src/engine/graphics3/TooltipComponentSystem3.d.ts +6 -61
  139. package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +1 -1
  140. package/src/engine/graphics3/TooltipComponentSystem3.js +6 -324
  141. package/src/engine/graphics3/Trail3DSystem.d.ts +73 -0
  142. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -0
  143. package/src/engine/graphics3/Trail3DSystem.js +221 -0
  144. package/src/engine/graphics3/Trail3DSystem3.d.ts +6 -69
  145. package/src/engine/graphics3/Trail3DSystem3.d.ts.map +1 -1
  146. package/src/engine/graphics3/Trail3DSystem3.js +6 -217
  147. package/src/engine/graphics3/VolumetricLightMap.d.ts +2 -2
  148. package/src/engine/graphics3/VolumetricLightMap.js +2 -2
  149. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts +98 -0
  150. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts.map +1 -0
  151. package/src/engine/graphics3/VolumetricLightMapSystem.js +261 -0
  152. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +6 -94
  153. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -1
  154. package/src/engine/graphics3/VolumetricLightMapSystem3.js +10 -261
  155. package/src/engine/graphics3/WaterSystem.d.ts +59 -0
  156. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -0
  157. package/src/engine/graphics3/WaterSystem.js +293 -0
  158. package/src/engine/graphics3/WaterSystem3.d.ts +6 -55
  159. package/src/engine/graphics3/WaterSystem3.d.ts.map +1 -1
  160. package/src/engine/graphics3/WaterSystem3.js +6 -289
  161. package/src/engine/graphics3/animation/AnimationGraphController.d.ts +1 -1
  162. package/src/engine/graphics3/animation/AnimationGraphController.js +518 -518
  163. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +1 -1
  164. package/src/engine/graphics3/animation/ClipListPlayer.js +263 -263
  165. package/src/engine/graphics3/animation/ClipPlayback.d.ts +2 -2
  166. package/src/engine/graphics3/animation/ClipPlayback.js +84 -84
  167. package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
  168. package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
  169. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
  170. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
  171. package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
  172. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
  173. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
  174. package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
  175. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
  176. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  177. package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
  178. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
  179. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
  180. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
  181. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
  182. package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
  183. package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
  184. package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
  185. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
  186. package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
  187. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  188. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +0 -1
  189. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
  190. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +0 -1
  191. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  192. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +133 -134
  193. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
  194. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
  195. package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
  196. package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
  197. package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
  198. package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
  199. package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
  200. package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
  201. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
  202. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
  203. package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
  204. package/src/shade/renderer/animation/shader_animation_tick.js +125 -126
  205. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
  206. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +98 -99
  207. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
  208. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +212 -213
  209. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
  210. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +120 -121
  211. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
  212. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +75 -76
  213. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  214. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +371 -372
  215. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
  216. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
  217. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
  218. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +0 -1
  219. package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +136 -136
  220. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
  221. package/src/shade/renderer/buffer/table/GPUDatabase.js +2 -3
  222. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +319 -319
  223. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
  224. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +41 -42
  225. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.d.ts.map +1 -1
  226. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.js +83 -84
  227. package/src/shade/renderer/dynamic/shader_dynamic_mesh.d.ts.map +1 -1
  228. package/src/shade/renderer/dynamic/shader_dynamic_mesh.js +177 -170
  229. package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +918 -918
  230. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +4 -4
  231. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -1
  232. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +121 -122
  233. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.js +774 -774
  234. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts +1 -1
  235. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts.map +1 -1
  236. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.js +69 -70
  237. package/src/shade/renderer/global_illumination/lpv/placement/graph_generate_probe_locations.js +367 -367
  238. package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lvp_atlas_to_sh.js +184 -184
  239. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -1115
  240. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -217
  241. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -1
  242. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +142 -143
  243. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -1
  244. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +0 -1
  245. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts.map +1 -1
  246. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +140 -141
  247. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.d.ts.map +1 -1
  248. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.js +0 -1
  249. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.d.ts.map +1 -1
  250. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.js +0 -1
  251. package/src/shade/renderer/light/cluster/cull/graph_cull_lights.d.ts.map +1 -1
  252. package/src/shade/renderer/light/cluster/cull/graph_cull_lights.js +191 -198
  253. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.d.ts +0 -6
  254. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.d.ts.map +1 -1
  255. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.js +120 -120
  256. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.d.ts +0 -4
  257. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.d.ts.map +1 -1
  258. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.js +112 -112
  259. package/src/shade/renderer/light/cluster/graph_assign_clsuters.d.ts.map +1 -1
  260. package/src/shade/renderer/light/cluster/graph_assign_clsuters.js +4 -7
  261. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.d.ts +0 -6
  262. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.d.ts.map +1 -1
  263. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.js +1 -1
  264. package/src/shade/renderer/lightmap/bake/raster/shader_lightmap_to_viz_buffer.js +222 -222
  265. package/src/shade/renderer/lightmap/bake/tile/shader_lightmap_tile_composit.js +81 -81
  266. package/src/shade/renderer/material/GPUMaterialContext.js +380 -380
  267. package/src/shade/renderer/material/standard/fragment_gbuffer_vt.js +169 -169
  268. package/src/shade/renderer/object_property/shader_object_property_process.d.ts.map +1 -1
  269. package/src/shade/renderer/object_property/shader_object_property_process.js +83 -84
  270. package/src/shade/renderer/object_property/shader_refresh_all_mesh_bounds.d.ts.map +1 -1
  271. package/src/shade/renderer/object_property/shader_refresh_all_mesh_bounds.js +57 -58
  272. package/src/shade/renderer/particles/prototypeParticleSystem.js +2 -3
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@@ -1,383 +1,383 @@
1
- import { assert } from "../../../core/assert.js";
2
- import { BVH } from "../../../core/bvh2/bvh3/BVH.js";
3
- import { FrameGraph } from "../../../engine/graphics/render/frame_graph/FrameGraph.js";
4
- import { BufferResourceDescriptor } from "../../device/graph/BufferResourceDescriptor.js";
5
- import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
6
- import { ensure_buffer_capacity } from "../geometry/make_temp_gpu_buffer.js";
7
- import { BVH_BUILD_SETTINGS_STRUCT } from "../gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js";
8
- import { bvh_buffer_size } from "../gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js";
9
- import { graph_bvh_build_lbvh } from "../gpu_primitive/bvh/graph_bvh_build_lbvh.js";
10
- import { shader_bvh_extract_instance_leaves } from "./shader_bvh_extract_instance_leaves.js";
11
-
12
- /**
13
- * `root = BVH_NULL_NODE` — an empty tree, in the four bytes every consumer already reads that way.
14
- * @type {Uint32Array}
15
- */
16
- const EMPTY_TREE = Uint32Array.from([0xffffffff]);
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-
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- /**
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- * The scene-bounds cell before anything has been merged into it: +inf for the three minima, -inf
20
- * for the three maxima, so the first contribution wins on every axis.
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- *
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- * Written host-side as exact u32 bit patterns. A pool-cleared buffer holds zeroes, and zero is a
23
- * perfectly good coordinate — a scene entirely in the positive octant would end up with bounds
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- * anchored at the origin and every Morton code crushed into a corner of the grid.
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- *
26
- * @type {Uint32Array}
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- */
28
- const SCENE_BOUNDS_SEED = Uint32Array.from([
29
- 0x7F800000, 0x7F800000, 0x7F800000,
30
- 0xFF800000, 0xFF800000, 0xFF800000,
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- ]);
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-
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- /**
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- * Top-Level Acceleration Structure (TLAS)
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- */
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- export class GPUInstancesAccelerationStructure {
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-
38
- /**
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- * @type {GraphicsContext}
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- */
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- #graphics
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-
43
- /**
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- * @type {GPUDevice}
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- */
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- #device
47
-
48
- #bvh = new BVH();
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-
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- /**
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- * The CPU-side tree. Still maintained incrementally by the `instance_*` methods and still walked
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- * by CPU queries — {@link DirectionalLightShadowmap} runs `compute_tight_near_far_clipping_planes`
53
- * against it per cascade per frame. What the GPU build retires is the per-frame treelet pass and
54
- * the full flatten-and-upload, not the tree.
55
- */
56
- get bvh() {
57
- return this.#bvh;
58
- }
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-
60
- clear() {
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- this.#bvh.release_all();
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- this.#node_mapping.clear();
63
- this.#membership_version++;
64
- this.#version++;
65
- }
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-
67
- /**
68
- * @type {GPUBuffer}
69
- */
70
- #buffer
71
-
72
- /**
73
- *
74
- * @return {GPUBuffer}
75
- */
76
- get buffer() {
77
- return this.#buffer;
78
- }
79
-
80
- #gpu_version = 0;
81
- #version = 0;
82
-
83
- /**
84
- * Bumped when the set of live rows changes — an add or a remove — and not when one merely moves.
85
- * The rows list is uploaded only when this moves, so a scene in continuous motion re-uploads
86
- * nothing.
87
- *
88
- * @type {number}
89
- */
90
- #membership_version = 0;
91
-
92
- /**
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- * Membership version the {@link #rows_buffer} currently holds.
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- * @type {number}
95
- */
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- #rows_gpu_version = -1;
97
-
98
- /**
99
- * Compact mirror of the live `meshes` rows, in insertion order. Rebuilt from
100
- * {@link #node_mapping} when membership churns.
101
- *
102
- * @type {Uint32Array}
103
- */
104
- #rows = new Uint32Array(0);
105
-
106
- /**
107
- * @type {GPUBuffer|undefined}
108
- */
109
- #rows_buffer
110
-
111
- /**
112
- *
113
- * @param {GraphicsContext} graphics
114
- */
115
- constructor(graphics) {
116
- assert.defined(graphics, 'graphics');
117
- assert.equal(graphics.isGraphicsContext, true, 'graphics.isGraphicsContext !== true');
118
-
119
- const device = graphics.device;
120
-
121
- this.#graphics = graphics;
122
- this.#device = device;
123
-
124
- this.#buffer = device.createBuffer({
125
- label: 'TLAS',
126
- size: 1024,
127
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC
128
- });
129
- }
130
-
131
- /**
132
- *
133
- * @type {Map<number, number>}
134
- */
135
- #node_mapping = new Map();
136
-
137
- /**
138
- *
139
- * @param {number} index
140
- * @param {Mesh} instance
141
- */
142
- instance_add(index, instance) {
143
- assert.isNonNegativeInteger(index, 'index');
144
- assert.defined(instance, 'instance');
145
-
146
- const bvh = this.#bvh;
147
-
148
- const node = bvh.allocate_node();
149
- bvh.node_set_user_data(node, index);
150
- bvh.node_set_aabb(node, instance.bounding_box);
151
-
152
- bvh.insert_leaf(node);
153
-
154
- this.#node_mapping.set(index, node);
155
-
156
- this.#membership_version++;
157
- this.#version++;
158
- }
159
-
160
- /**
161
- * Drop an instance previously handed to {@link instance_add}. The leaf is unlinked and its node
162
- * returned to the pool, so the tree stays proportional to what is in the scene rather than to
163
- * everything that ever was.
164
- *
165
- * @param {number} index
166
- */
167
- instance_remove(index) {
168
- assert.isNonNegativeInteger(index, 'index');
169
-
170
- const node = this.#node_mapping.get(index);
171
-
172
- assert.defined(node, 'node');
173
-
174
- const bvh = this.#bvh;
175
-
176
- bvh.remove_leaf(node);
177
- bvh.release_node(node);
178
-
179
- this.#node_mapping.delete(index);
180
-
181
- this.#membership_version++;
182
- this.#version++;
183
- }
184
-
185
- /**
186
- *
187
- * @param {number} index
188
- * @param {Mesh} instance
189
- */
190
- instance_update(index, instance) {
191
- assert.isNonNegativeInteger(index, 'index');
192
- assert.defined(instance, 'instance');
193
-
194
- const node = this.#node_mapping.get(index);
195
-
196
- this.#bvh.node_move_aabb(node, instance.bounding_box);
197
-
198
- this.#version++;
199
- }
200
-
201
- /**
202
- * Bring {@link #rows_buffer} in line with the live row set, if and only if membership changed.
203
- *
204
- * @returns {number} number of live rows
205
- */
206
- #refresh_rows() {
207
- const count = this.#node_mapping.size;
208
-
209
- if (this.#rows_gpu_version === this.#membership_version && this.#rows.length >= count) {
210
- return count;
211
- }
212
-
213
- if (this.#rows.length < count) {
214
- this.#rows = new Uint32Array(count);
215
- }
216
-
217
- let i = 0;
218
- for (const row of this.#node_mapping.keys()) {
219
- this.#rows[i] = row;
220
- i++;
221
- }
222
-
223
- const byte_size = Math.max(4, count * Uint32Array.BYTES_PER_ELEMENT);
224
-
225
- if (this.#rows_buffer === undefined) {
226
- this.#rows_buffer = this.#device.createBuffer({
227
- label: 'TLAS/rows',
228
- size: Math.max(1024, byte_size),
229
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC
230
- });
231
- } else {
232
- this.#rows_buffer = ensure_buffer_capacity(this.#device, this.#rows_buffer, byte_size);
233
- }
234
-
235
- // Queue writes land in submission order ahead of command buffers submitted after them, so
236
- // the build encoded below sees these rows. Offset and size are in elements of the source,
237
- // per `GPUQueue.writeBuffer` — `#rows` can be longer than the live set.
238
- this.#device.queue.writeBuffer(this.#rows_buffer, 0, this.#rows, 0, count);
239
-
240
- this.#rows_gpu_version = this.#membership_version;
241
-
242
- return count;
243
- }
244
-
245
- /**
246
- * Build the tree, from the world AABBs the scene database holds.
247
- *
248
- * @param {GPUBuffer} scene_database_buffer
249
- */
250
- #build(scene_database_buffer) {
251
- assert.defined(scene_database_buffer, 'scene_database_buffer');
252
-
253
- const device = this.#device;
254
-
255
- const element_count = this.#node_mapping.size;
256
-
257
- // `ensure_buffer_capacity` can hand back a NEW buffer and destroy the old one. Consumers are
258
- // safe because they read `tlas.buffer` per frame at pass-execute time — but the field has to
259
- // be reassigned before the graph imports it.
260
- this.#buffer = ensure_buffer_capacity(
261
- device,
262
- this.#buffer,
263
- bvh_buffer_size(Math.max(1, element_count)),
264
- 1024,
265
- 1024,
266
- 1.2
267
- );
268
-
269
- if (element_count === 0) {
270
- device.queue.writeBuffer(this.#buffer, 0, EMPTY_TREE);
271
-
272
- return;
273
- }
274
-
275
- this.#refresh_rows();
276
-
277
- const graph = new FrameGraph('TLAS build');
278
-
279
- const rows = graph.import_resource(
280
- "tlas/rows",
281
- BufferResourceDescriptor.fromBuffer(this.#rows_buffer),
282
- this.#rows_buffer
283
- );
284
-
285
- const scene_database = graph.import_resource(
286
- "scene database",
287
- BufferResourceDescriptor.fromBuffer(scene_database_buffer),
288
- scene_database_buffer
289
- );
290
-
291
- const nodes = graph.import_resource(
292
- "tlas/nodes",
293
- BufferResourceDescriptor.fromBuffer(this.#buffer),
294
- this.#buffer
295
- );
296
-
297
- const extract_data = {};
298
- const extract_pass = graph.add("tlas/extract instance leaves", extract_data, extract_execute);
299
-
300
- extract_data.element_count = element_count;
301
- extract_data.rows = extract_pass.read(rows);
302
- extract_data.scene_database = extract_pass.read(scene_database);
303
-
304
- extract_data.leaf_bounds = extract_pass.create("tlas/leaf bounds", BufferResourceDescriptor.from(
305
- element_count * 6 * Float32Array.BYTES_PER_ELEMENT,
306
- GPUBufferUsage.STORAGE
307
- ));
308
-
309
- extract_data.leaf_payload = extract_pass.create("tlas/leaf payload", BufferResourceDescriptor.from(
310
- element_count * Uint32Array.BYTES_PER_ELEMENT,
311
- GPUBufferUsage.STORAGE
312
- ));
313
-
314
- extract_data.scene_bounds = extract_pass.create("tlas/scene bounds", BufferResourceDescriptor.from(
315
- SCENE_BOUNDS_SEED.byteLength,
316
- GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST
317
- ));
318
-
319
- graph_bvh_build_lbvh({
320
- graph,
321
- leaf_bounds: extract_data.leaf_bounds,
322
- leaf_payload: extract_data.leaf_payload,
323
- scene_bounds: extract_data.scene_bounds,
324
- element_count,
325
- nodes,
326
- });
327
-
328
- const cmd = ShadeGPUCommandContext.create(this.#graphics, 'TLAS/build');
329
-
330
- cmd.encodeGraph(graph);
331
- cmd.finish();
332
- }
333
-
334
- /**
335
- * @param {GPUBuffer} scene_database_buffer the table the world AABBs are read from
336
- */
337
- push_to_gpu(scene_database_buffer) {
338
- this.#build(scene_database_buffer);
339
-
340
- this.#gpu_version = this.#version;
341
- }
342
-
343
- /**
344
- * @param {GPUBuffer} scene_database_buffer
345
- */
346
- update(scene_database_buffer) {
347
- if (this.#gpu_version === this.#version) {
348
- return;
349
- }
350
-
351
- this.push_to_gpu(scene_database_buffer);
352
- }
353
- }
354
-
355
- /**
356
- * @param pass_data
357
- * @param {FramePassResources} resources
358
- * @param {GraphicsExecutionContext} context
359
- */
360
- function extract_execute(pass_data, resources, context) {
361
- const encoder = context.encoder;
362
-
363
- const scene_bounds = resources.get(pass_data.scene_bounds);
364
-
365
- // Seeded rather than cleared: the merge is a min/max, and zero is not an identity for either.
366
- encoder.writeBuffer(scene_bounds, 0, SCENE_BOUNDS_SEED.buffer, 0, SCENE_BOUNDS_SEED.byteLength);
367
-
368
- shader_bvh_extract_instance_leaves.dispatchLinear({
369
- encoder,
370
- element_count: pass_data.element_count,
371
- bindings: {
372
- settings: encoder.allocateTransientValueBuffer(
373
- BVH_BUILD_SETTINGS_STRUCT,
374
- { element_count: pass_data.element_count }
375
- ),
376
- rows: resources.get(pass_data.rows),
377
- scene_database: resources.get(pass_data.scene_database),
378
- leaf_bounds: resources.get(pass_data.leaf_bounds),
379
- leaf_payload: resources.get(pass_data.leaf_payload),
380
- scene_bounds,
381
- }
382
- });
383
- }
1
+ import { assert } from "../../../core/assert.js";
2
+ import { BVH } from "../../../core/bvh2/bvh3/BVH.js";
3
+ import { FrameGraph } from "../../../engine/graphics/render/frame_graph/FrameGraph.js";
4
+ import { BufferResourceDescriptor } from "../../device/graph/BufferResourceDescriptor.js";
5
+ import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
6
+ import { ensure_buffer_capacity } from "../geometry/make_temp_gpu_buffer.js";
7
+ import { BVH_BUILD_SETTINGS_STRUCT } from "../gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js";
8
+ import { bvh_buffer_size } from "../gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js";
9
+ import { graph_bvh_build_lbvh } from "../gpu_primitive/bvh/graph_bvh_build_lbvh.js";
10
+ import { shader_bvh_extract_instance_leaves } from "./shader_bvh_extract_instance_leaves.js";
11
+
12
+ /**
13
+ * `root = BVH_NULL_NODE` — an empty tree, in the four bytes every consumer already reads that way.
14
+ * @type {Uint32Array}
15
+ */
16
+ const EMPTY_TREE = Uint32Array.from([0xffffffff]);
17
+
18
+ /**
19
+ * The scene-bounds cell before anything has been merged into it: +inf for the three minima, -inf
20
+ * for the three maxima, so the first contribution wins on every axis.
21
+ *
22
+ * Written host-side as exact u32 bit patterns. A pool-cleared buffer holds zeroes, and zero is a
23
+ * perfectly good coordinate — a scene entirely in the positive octant would end up with bounds
24
+ * anchored at the origin and every Morton code crushed into a corner of the grid.
25
+ *
26
+ * @type {Uint32Array}
27
+ */
28
+ const SCENE_BOUNDS_SEED = Uint32Array.from([
29
+ 0x7F800000, 0x7F800000, 0x7F800000,
30
+ 0xFF800000, 0xFF800000, 0xFF800000,
31
+ ]);
32
+
33
+ /**
34
+ * Top-Level Acceleration Structure (TLAS)
35
+ */
36
+ export class GPUInstancesAccelerationStructure {
37
+
38
+ /**
39
+ * @type {GraphicsContext}
40
+ */
41
+ #graphics
42
+
43
+ /**
44
+ * @type {GPUDevice}
45
+ */
46
+ #device
47
+
48
+ #bvh = new BVH();
49
+
50
+ /**
51
+ * The CPU-side tree. Still maintained incrementally by the `instance_*` methods and still walked
52
+ * by CPU queries — {@link DirectionalLightShadowmap} runs `compute_tight_near_far_clipping_planes`
53
+ * against it per cascade per frame. What the GPU build retires is the per-frame treelet pass and
54
+ * the full flatten-and-upload, not the tree.
55
+ */
56
+ get bvh() {
57
+ return this.#bvh;
58
+ }
59
+
60
+ clear() {
61
+ this.#bvh.release_all();
62
+ this.#node_mapping.clear();
63
+ this.#membership_version++;
64
+ this.#version++;
65
+ }
66
+
67
+ /**
68
+ * @type {GPUBuffer}
69
+ */
70
+ #buffer
71
+
72
+ /**
73
+ *
74
+ * @return {GPUBuffer}
75
+ */
76
+ get buffer() {
77
+ return this.#buffer;
78
+ }
79
+
80
+ #gpu_version = 0;
81
+ #version = 0;
82
+
83
+ /**
84
+ * Bumped when the set of live rows changes — an add or a remove — and not when one merely moves.
85
+ * The rows list is uploaded only when this moves, so a scene in continuous motion re-uploads
86
+ * nothing.
87
+ *
88
+ * @type {number}
89
+ */
90
+ #membership_version = 0;
91
+
92
+ /**
93
+ * Membership version the {@link #rows_buffer} currently holds.
94
+ * @type {number}
95
+ */
96
+ #rows_gpu_version = -1;
97
+
98
+ /**
99
+ * Compact mirror of the live `meshes` rows, in insertion order. Rebuilt from
100
+ * {@link #node_mapping} when membership churns.
101
+ *
102
+ * @type {Uint32Array}
103
+ */
104
+ #rows = new Uint32Array(0);
105
+
106
+ /**
107
+ * @type {GPUBuffer|undefined}
108
+ */
109
+ #rows_buffer
110
+
111
+ /**
112
+ *
113
+ * @param {GraphicsContext} graphics
114
+ */
115
+ constructor(graphics) {
116
+ assert.defined(graphics, 'graphics');
117
+ assert.equal(graphics.isGraphicsContext, true, 'graphics.isGraphicsContext !== true');
118
+
119
+ const device = graphics.device;
120
+
121
+ this.#graphics = graphics;
122
+ this.#device = device;
123
+
124
+ this.#buffer = device.createBuffer({
125
+ label: 'TLAS',
126
+ size: 1024,
127
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC
128
+ });
129
+ }
130
+
131
+ /**
132
+ *
133
+ * @type {Map<number, number>}
134
+ */
135
+ #node_mapping = new Map();
136
+
137
+ /**
138
+ *
139
+ * @param {number} index
140
+ * @param {Mesh} instance
141
+ */
142
+ instance_add(index, instance) {
143
+ assert.isNonNegativeInteger(index, 'index');
144
+ assert.defined(instance, 'instance');
145
+
146
+ const bvh = this.#bvh;
147
+
148
+ const node = bvh.allocate_node();
149
+ bvh.node_set_user_data(node, index);
150
+ bvh.node_set_aabb(node, instance.bounding_box);
151
+
152
+ bvh.insert_leaf(node);
153
+
154
+ this.#node_mapping.set(index, node);
155
+
156
+ this.#membership_version++;
157
+ this.#version++;
158
+ }
159
+
160
+ /**
161
+ * Drop an instance previously handed to {@link instance_add}. The leaf is unlinked and its node
162
+ * returned to the pool, so the tree stays proportional to what is in the scene rather than to
163
+ * everything that ever was.
164
+ *
165
+ * @param {number} index
166
+ */
167
+ instance_remove(index) {
168
+ assert.isNonNegativeInteger(index, 'index');
169
+
170
+ const node = this.#node_mapping.get(index);
171
+
172
+ assert.defined(node, 'node');
173
+
174
+ const bvh = this.#bvh;
175
+
176
+ bvh.remove_leaf(node);
177
+ bvh.release_node(node);
178
+
179
+ this.#node_mapping.delete(index);
180
+
181
+ this.#membership_version++;
182
+ this.#version++;
183
+ }
184
+
185
+ /**
186
+ *
187
+ * @param {number} index
188
+ * @param {Mesh} instance
189
+ */
190
+ instance_update(index, instance) {
191
+ assert.isNonNegativeInteger(index, 'index');
192
+ assert.defined(instance, 'instance');
193
+
194
+ const node = this.#node_mapping.get(index);
195
+
196
+ this.#bvh.node_move_aabb(node, instance.bounding_box);
197
+
198
+ this.#version++;
199
+ }
200
+
201
+ /**
202
+ * Bring {@link #rows_buffer} in line with the live row set, if and only if membership changed.
203
+ *
204
+ * @returns {number} number of live rows
205
+ */
206
+ #refresh_rows() {
207
+ const count = this.#node_mapping.size;
208
+
209
+ if (this.#rows_gpu_version === this.#membership_version && this.#rows.length >= count) {
210
+ return count;
211
+ }
212
+
213
+ if (this.#rows.length < count) {
214
+ this.#rows = new Uint32Array(count);
215
+ }
216
+
217
+ let i = 0;
218
+ for (const row of this.#node_mapping.keys()) {
219
+ this.#rows[i] = row;
220
+ i++;
221
+ }
222
+
223
+ const byte_size = Math.max(4, count * Uint32Array.BYTES_PER_ELEMENT);
224
+
225
+ if (this.#rows_buffer === undefined) {
226
+ this.#rows_buffer = this.#device.createBuffer({
227
+ label: 'TLAS/rows',
228
+ size: Math.max(1024, byte_size),
229
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC
230
+ });
231
+ } else {
232
+ this.#rows_buffer = ensure_buffer_capacity(this.#device, this.#rows_buffer, byte_size);
233
+ }
234
+
235
+ // Queue writes land in submission order ahead of command buffers submitted after them, so
236
+ // the build encoded below sees these rows. Offset and size are in elements of the source,
237
+ // per `GPUQueue.writeBuffer` — `#rows` can be longer than the live set.
238
+ this.#device.queue.writeBuffer(this.#rows_buffer, 0, this.#rows, 0, count);
239
+
240
+ this.#rows_gpu_version = this.#membership_version;
241
+
242
+ return count;
243
+ }
244
+
245
+ /**
246
+ * Build the tree, from the world AABBs the scene database holds.
247
+ *
248
+ * @param {GPUBuffer} scene_database_buffer
249
+ */
250
+ #build(scene_database_buffer) {
251
+ assert.defined(scene_database_buffer, 'scene_database_buffer');
252
+
253
+ const device = this.#device;
254
+
255
+ const element_count = this.#node_mapping.size;
256
+
257
+ // `ensure_buffer_capacity` can hand back a NEW buffer and destroy the old one. Consumers are
258
+ // safe because they read `tlas.buffer` per frame at pass-execute time — but the field has to
259
+ // be reassigned before the graph imports it.
260
+ this.#buffer = ensure_buffer_capacity(
261
+ device,
262
+ this.#buffer,
263
+ bvh_buffer_size(Math.max(1, element_count)),
264
+ 1024,
265
+ 1024,
266
+ 1.2
267
+ );
268
+
269
+ if (element_count === 0) {
270
+ device.queue.writeBuffer(this.#buffer, 0, EMPTY_TREE);
271
+
272
+ return;
273
+ }
274
+
275
+ this.#refresh_rows();
276
+
277
+ const graph = new FrameGraph('TLAS build');
278
+
279
+ const rows = graph.import_resource(
280
+ "tlas/rows",
281
+ BufferResourceDescriptor.fromBuffer(this.#rows_buffer),
282
+ this.#rows_buffer
283
+ );
284
+
285
+ const scene_database = graph.import_resource(
286
+ "scene database",
287
+ BufferResourceDescriptor.fromBuffer(scene_database_buffer),
288
+ scene_database_buffer
289
+ );
290
+
291
+ const nodes = graph.import_resource(
292
+ "tlas/nodes",
293
+ BufferResourceDescriptor.fromBuffer(this.#buffer),
294
+ this.#buffer
295
+ );
296
+
297
+ const extract_data = {};
298
+ const extract_pass = graph.add("tlas/extract instance leaves", extract_data, extract_execute);
299
+
300
+ extract_data.element_count = element_count;
301
+ extract_data.rows = extract_pass.read(rows);
302
+ extract_data.scene_database = extract_pass.read(scene_database);
303
+
304
+ extract_data.leaf_bounds = extract_pass.create("tlas/leaf bounds", BufferResourceDescriptor.from(
305
+ element_count * 6 * Float32Array.BYTES_PER_ELEMENT,
306
+ GPUBufferUsage.STORAGE
307
+ ));
308
+
309
+ extract_data.leaf_payload = extract_pass.create("tlas/leaf payload", BufferResourceDescriptor.from(
310
+ element_count * Uint32Array.BYTES_PER_ELEMENT,
311
+ GPUBufferUsage.STORAGE
312
+ ));
313
+
314
+ extract_data.scene_bounds = extract_pass.create("tlas/scene bounds", BufferResourceDescriptor.from(
315
+ SCENE_BOUNDS_SEED.byteLength,
316
+ GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST
317
+ ));
318
+
319
+ graph_bvh_build_lbvh({
320
+ graph,
321
+ leaf_bounds: extract_data.leaf_bounds,
322
+ leaf_payload: extract_data.leaf_payload,
323
+ scene_bounds: extract_data.scene_bounds,
324
+ element_count,
325
+ nodes,
326
+ });
327
+
328
+ const cmd = ShadeGPUCommandContext.create(this.#graphics, 'TLAS/build');
329
+
330
+ cmd.encodeGraph(graph);
331
+ cmd.finish();
332
+ }
333
+
334
+ /**
335
+ * @param {GPUBuffer} scene_database_buffer the table the world AABBs are read from
336
+ */
337
+ push_to_gpu(scene_database_buffer) {
338
+ this.#build(scene_database_buffer);
339
+
340
+ this.#gpu_version = this.#version;
341
+ }
342
+
343
+ /**
344
+ * @param {GPUBuffer} scene_database_buffer
345
+ */
346
+ update(scene_database_buffer) {
347
+ if (this.#gpu_version === this.#version) {
348
+ return;
349
+ }
350
+
351
+ this.push_to_gpu(scene_database_buffer);
352
+ }
353
+ }
354
+
355
+ /**
356
+ * @param pass_data
357
+ * @param {FramePassResources} resources
358
+ * @param {GraphicsExecutionContext} context
359
+ */
360
+ function extract_execute(pass_data, resources, context) {
361
+ const encoder = context.encoder;
362
+
363
+ const scene_bounds = resources.get(pass_data.scene_bounds);
364
+
365
+ // Seeded rather than cleared: the merge is a min/max, and zero is not an identity for either.
366
+ encoder.writeBuffer(scene_bounds, 0, SCENE_BOUNDS_SEED.buffer, 0, SCENE_BOUNDS_SEED.byteLength);
367
+
368
+ shader_bvh_extract_instance_leaves.dispatchThreads({
369
+ encoder,
370
+ thread_count_x: pass_data.element_count,
371
+ bindings: {
372
+ settings: encoder.allocateTransientValueBuffer(
373
+ BVH_BUILD_SETTINGS_STRUCT,
374
+ { element_count: pass_data.element_count }
375
+ ),
376
+ rows: resources.get(pass_data.rows),
377
+ scene_database: resources.get(pass_data.scene_database),
378
+ leaf_bounds: resources.get(pass_data.leaf_bounds),
379
+ leaf_payload: resources.get(pass_data.leaf_payload),
380
+ scene_bounds,
381
+ }
382
+ });
383
+ }