@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
  273. package/src/shade/renderer/particles/shaders/shader_particle_emit.d.ts.map +1 -1
  274. package/src/shade/renderer/particles/shaders/shader_particle_emit.js +117 -118
  275. package/src/shade/renderer/particles/shaders/shader_particle_finalize.d.ts.map +1 -1
  276. package/src/shade/renderer/particles/shaders/shader_particle_finalize.js +77 -79
  277. package/src/shade/renderer/particles/shaders/shader_particle_render.d.ts.map +1 -1
  278. package/src/shade/renderer/particles/shaders/shader_particle_render.js +190 -183
  279. package/src/shade/renderer/particles/shaders/shader_particle_simulate.d.ts.map +1 -1
  280. package/src/shade/renderer/particles/shaders/shader_particle_simulate.js +99 -100
  281. package/src/shade/renderer/particles/sort/shader_particle_sort.d.ts.map +1 -1
  282. package/src/shade/renderer/particles/sort/shader_particle_sort.js +158 -161
  283. package/src/shade/renderer/path_tracer/graph_path_trace_scene.js +184 -184
  284. package/src/shade/renderer/postprocess/denoise/graph_atorus_denoise_luma.js +119 -119
  285. package/src/shade/renderer/postprocess/dof/raymarch/graph_postprocess_dof.js +3 -4
  286. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch_compute.d.ts.map +1 -1
  287. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch_compute.js +266 -267
  288. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_slice_compute.d.ts.map +1 -1
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  296. package/src/shade/renderer/postprocess/nss/shader_nss_postprocess.d.ts.map +1 -1
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  300. package/src/shade/renderer/postprocess/ssr/reproject/shader_ffx_denoiser_reflections_reproject.d.ts +16 -2
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  303. package/src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.js +2 -2
  304. package/src/shade/renderer/rasterize/bucket/shader_count_meshlets_by_material.d.ts.map +1 -1
  305. package/src/shade/renderer/rasterize/bucket/shader_count_meshlets_by_material.js +68 -69
  306. package/src/shade/renderer/rasterize/bucket/shader_make_meshlet_indirect_draw_commands_by_material.d.ts.map +1 -1
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  308. package/src/shade/renderer/rasterize/bucket/shader_read_out_bucket.d.ts.map +1 -1
  309. package/src/shade/renderer/rasterize/bucket/shader_read_out_bucket.js +0 -1
  310. package/src/shade/renderer/rasterize/bucket/shader_sort_meshlets_by_material.d.ts.map +1 -1
  311. package/src/shade/renderer/rasterize/bucket/shader_sort_meshlets_by_material.js +64 -65
  312. package/src/shade/renderer/rasterize/compute/graph_mesh_frustum_cull.d.ts.map +1 -1
  313. package/src/shade/renderer/rasterize/compute/graph_mesh_frustum_cull.js +168 -169
  314. package/src/shade/renderer/rasterize/compute/graph_mesh_sphere_cull.d.ts.map +1 -1
  315. package/src/shade/renderer/rasterize/compute/graph_mesh_sphere_cull.js +160 -161
  316. package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_mesh_filter_2way.d.ts.map +1 -1
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  318. package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_meshlet_filter_1way_full.d.ts.map +1 -1
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  320. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_classify_bucket.d.ts.map +1 -1
  321. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_classify_bucket.js +139 -140
  322. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_count_by_rasterization_bucket.d.ts.map +1 -1
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  324. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_rasterization_bucket_sort.d.ts.map +1 -1
  325. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_rasterization_bucket_sort.js +88 -89
  326. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_count_by_rasterization_bucket.d.ts.map +1 -1
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  328. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.d.ts.map +1 -1
  329. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.js +65 -66
  330. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_rasterization_bucket_sort.d.ts.map +1 -1
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  332. package/src/shade/renderer/rasterize/expand/graph_mesh_filter_one_way.d.ts.map +1 -1
  333. package/src/shade/renderer/rasterize/expand/graph_mesh_filter_one_way.js +169 -170
  334. package/src/shade/renderer/rasterize/expand/mesh/shader_mesh_expand_to_meshlets_prefix.d.ts.map +1 -1
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  336. package/src/shade/renderer/rasterize/expand/mesh/shader_meshes_to_meshlet_counts.d.ts.map +1 -1
  337. package/src/shade/renderer/rasterize/expand/mesh/shader_meshes_to_meshlet_counts.js +61 -62
  338. package/src/shade/renderer/rasterize/expand/pass1/filter_meshlets.2-way.compute.d.ts.map +1 -1
  339. package/src/shade/renderer/rasterize/expand/pass1/filter_meshlets.2-way.compute.js +153 -154
  340. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_alpha_tested_pass_descriptor.js +144 -144
  341. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_pass_descriptor.js +88 -88
  342. package/src/shade/renderer/rasterize/native/oit/shader_oit_generate_moments.js +217 -217
  343. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments.js +179 -179
  344. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +178 -178
  345. package/src/shade/renderer/rasterize/native/viz/viz_rasterization_alpha_tested_pass_descriptor.js +194 -194
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  347. package/src/shade/renderer/restir/di/shader_restir_di_denoise.d.ts.map +1 -1
  348. package/src/shade/renderer/restir/di/shader_restir_di_denoise.js +136 -137
  349. package/src/shade/renderer/restir/di/shader_restir_di_resample.d.ts.map +1 -1
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  351. package/src/shade/renderer/restir/di/shader_restir_di_resolve.d.ts.map +1 -1
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  353. package/src/shade/renderer/restir/di/shader_restir_di_spatial.d.ts.map +1 -1
  354. package/src/shade/renderer/restir/di/shader_restir_di_spatial.js +116 -117
  355. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.js +383 -383
  356. package/src/shade/renderer/scene/hierarchy/graph_scene_update_transform_hierarchy_naive.js +123 -123
  357. package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.d.ts.map +1 -1
  358. package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.js +64 -65
  359. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.d.ts.map +1 -1
  360. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.js +372 -373
  361. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.d.ts.map +1 -1
  362. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.js +111 -112
  363. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.d.ts.map +1 -1
  364. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.js +0 -1
  365. package/src/shade/renderer/shader/ComputeShader.d.ts +24 -3
  366. package/src/shade/renderer/shader/ComputeShader.d.ts.map +1 -1
  367. package/src/shade/renderer/shader/ComputeShader.js +350 -296
  368. package/src/shade/renderer/shader/ImageShader.js +217 -217
  369. package/src/shade/renderer/shader/ShaderDescriptor.d.ts +5 -0
  370. package/src/shade/renderer/shader/ShaderDescriptor.d.ts.map +1 -1
  371. package/src/shade/renderer/shader/ShaderDescriptor.js +20 -0
  372. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts +47 -0
  373. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts.map +1 -0
  374. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.js +448 -0
  375. package/src/shade/renderer/shadow/map/csm/graph_csm_setup_cascades.js +3 -3
  376. package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +3 -3
  377. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +2 -2
  378. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +4 -4
  379. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
  380. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +231 -232
  381. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +1 -1
  382. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  383. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +12 -15
  384. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts +3 -2
  385. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
  386. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +3 -2
  387. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts +0 -2
  388. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
  389. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +17 -6
  390. package/src/shade/renderer/water/shader_water.js +246 -246
  391. package/src/shade/vitest.setup.mjs +1 -1
  392. package/src/shade/wgsl/emulator/ComputeShaderEmulator.js +291 -291
  393. package/src/view/minimap/Minimap.d.ts +2 -2
  394. package/src/view/minimap/Minimap.d.ts.map +1 -1
  395. package/src/view/minimap/Minimap.js +225 -225
  396. package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
  397. package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
  398. package/src/view/minimap/dom/MinimapCameraView.js +206 -206
  399. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts +0 -3
  400. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts.map +0 -1
  401. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
@@ -1,123 +1,123 @@
1
- import { assert } from "../../../../core/assert.js";
2
- import { round_up } from "../../../../core/math/round_up.js";
3
- import { BufferResourceDescriptor } from "../../../device/graph/BufferResourceDescriptor.js";
4
- import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
- import { graph_import_buffer } from "../../shader/graph/graph_import_buffer.js";
6
- import {
7
- shader_nodes_update_transform_hierarchy_naive
8
- } from "./shader_nodes_update_transform_hierarchy_naive.js";
9
-
10
- /**
11
- * High-level wrapper for the brute-force transform-hierarchy update.
12
- *
13
- * Drop-in alternative to {@link graph_scene_update_transform_hierarchy}
14
- * that drives the simple "every thread walks its own parent chain"
15
- * shader instead of the CSDLDF lookback variant. Same input shape
16
- * (full `[0, node_count)` sweep), same output (writes `node.global`),
17
- * same return contract — swap the import in the caller and nothing
18
- * else changes.
19
- *
20
- * Useful as a known-correct reference: when the CSDLDF variant
21
- * misbehaves, run the naive one in its place and see if the symptom
22
- * persists. If it does, the bug is upstream of the propagation
23
- * (apply pass, build, scene_database upload). If it doesn't, the
24
- * bug is in CSDLDF's lookback / fallback / spine logic.
25
- *
26
- * @param {object} args
27
- * @param {FrameGraph} args.graph
28
- * @param {GPUSceneContext} args.scene
29
- * @param {number} [args.scene_database] optional graph
30
- * resource handle to chain off if the database was already
31
- * written by an earlier pass this frame. Omit for a standalone
32
- * import.
33
- *
34
- * @returns {{ scene_database: number }}
35
- */
36
- export function graph_scene_update_transform_hierarchy_naive({
37
- graph,
38
- scene,
39
- scene_database,
40
- }) {
41
- assert.defined(graph, 'graph');
42
- assert.defined(scene, 'scene');
43
- assert.equal(scene.isGPUSceneContext, true, 'scene must be a GPUSceneContext');
44
-
45
- // Live rows, which is not the same as the highest row in use: removal frees a row and leaves a
46
- // hole, so the ids are taken from the table's occupancy below rather than counted up.
47
- const transforms_table = scene.scene_database.get('transforms');
48
- const node_count = transforms_table.count;
49
-
50
- const gr_scene_database = scene_database !== undefined
51
- ? scene_database
52
- : graph_import_buffer(graph, scene.scene_database_buffer, "scene_database");
53
-
54
- if (node_count === 0) {
55
- return { scene_database: gr_scene_database };
56
- }
57
-
58
- // ── Pass 1: assemble the input buffer ───────────────────────────
59
- // Same layout as the CSDLDF wrapper: u32 count + 12 bytes of
60
- // alignment padding + `array<u32>` of node ids.
61
-
62
- const HEADER_BYTES = 16;
63
- const HEADER_U32S = HEADER_BYTES / u32.size;
64
- const buffer_byte_size = round_up(HEADER_BYTES + node_count * u32.size, 16);
65
-
66
- const build_data = {};
67
-
68
- function build_execute(data, resources, context) {
69
- const buffer = resources.get(data.buffer);
70
- const encoder = context.encoder;
71
-
72
- const flat = new Uint32Array(HEADER_U32S + node_count);
73
- flat[0] = transforms_table.write_occupied_element_ids(flat, HEADER_U32S);
74
-
75
- encoder.writeBuffer(
76
- buffer, 0,
77
- flat.buffer, flat.byteOffset,
78
- flat.byteLength,
79
- );
80
- }
81
-
82
- const build_pass = graph.add(
83
- "scene-graph naive / build node id list",
84
- build_data,
85
- build_execute,
86
- );
87
- build_data.buffer = build_pass.create(
88
- "node id list (naive)",
89
- BufferResourceDescriptor.from(
90
- buffer_byte_size,
91
- GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
92
- ),
93
- );
94
-
95
- // ── Pass 2: dispatch the brute-force update ────────────────────
96
-
97
- const update_data = {};
98
-
99
- function update_execute(data, resources, context) {
100
- shader_nodes_update_transform_hierarchy_naive.dispatchLinear({
101
- encoder: context.encoder,
102
- element_count: node_count,
103
- bindings: {
104
- input: resources.get(data.input),
105
- scene_database: resources.get(data.scene_database),
106
- },
107
- });
108
- }
109
-
110
- const update_pass = graph.add(
111
- "scene-graph naive / propagate",
112
- update_data,
113
- update_execute,
114
- );
115
- update_data.input = update_pass.read(build_data.buffer);
116
- update_data.scene_database = update_pass.write(
117
- update_pass.read(gr_scene_database)
118
- );
119
-
120
- return {
121
- scene_database: update_data.scene_database,
122
- };
123
- }
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { round_up } from "../../../../core/math/round_up.js";
3
+ import { BufferResourceDescriptor } from "../../../device/graph/BufferResourceDescriptor.js";
4
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
+ import { graph_import_buffer } from "../../shader/graph/graph_import_buffer.js";
6
+ import {
7
+ shader_nodes_update_transform_hierarchy_naive
8
+ } from "./shader_nodes_update_transform_hierarchy_naive.js";
9
+
10
+ /**
11
+ * High-level wrapper for the brute-force transform-hierarchy update.
12
+ *
13
+ * Drop-in alternative to {@link graph_scene_update_transform_hierarchy}
14
+ * that drives the simple "every thread walks its own parent chain"
15
+ * shader instead of the CSDLDF lookback variant. Same input shape
16
+ * (full `[0, node_count)` sweep), same output (writes `node.global`),
17
+ * same return contract — swap the import in the caller and nothing
18
+ * else changes.
19
+ *
20
+ * Useful as a known-correct reference: when the CSDLDF variant
21
+ * misbehaves, run the naive one in its place and see if the symptom
22
+ * persists. If it does, the bug is upstream of the propagation
23
+ * (apply pass, build, scene_database upload). If it doesn't, the
24
+ * bug is in CSDLDF's lookback / fallback / spine logic.
25
+ *
26
+ * @param {object} args
27
+ * @param {FrameGraph} args.graph
28
+ * @param {GPUSceneContext} args.scene
29
+ * @param {number} [args.scene_database] optional graph
30
+ * resource handle to chain off if the database was already
31
+ * written by an earlier pass this frame. Omit for a standalone
32
+ * import.
33
+ *
34
+ * @returns {{ scene_database: number }}
35
+ */
36
+ export function graph_scene_update_transform_hierarchy_naive({
37
+ graph,
38
+ scene,
39
+ scene_database,
40
+ }) {
41
+ assert.defined(graph, 'graph');
42
+ assert.defined(scene, 'scene');
43
+ assert.equal(scene.isGPUSceneContext, true, 'scene must be a GPUSceneContext');
44
+
45
+ // Live rows, which is not the same as the highest row in use: removal frees a row and leaves a
46
+ // hole, so the ids are taken from the table's occupancy below rather than counted up.
47
+ const transforms_table = scene.scene_database.get('transforms');
48
+ const node_count = transforms_table.count;
49
+
50
+ const gr_scene_database = scene_database !== undefined
51
+ ? scene_database
52
+ : graph_import_buffer(graph, scene.scene_database_buffer, "scene_database");
53
+
54
+ if (node_count === 0) {
55
+ return { scene_database: gr_scene_database };
56
+ }
57
+
58
+ // ── Pass 1: assemble the input buffer ───────────────────────────
59
+ // Same layout as the CSDLDF wrapper: u32 count + 12 bytes of
60
+ // alignment padding + `array<u32>` of node ids.
61
+
62
+ const HEADER_BYTES = 16;
63
+ const HEADER_U32S = HEADER_BYTES / u32.size;
64
+ const buffer_byte_size = round_up(HEADER_BYTES + node_count * u32.size, 16);
65
+
66
+ const build_data = {};
67
+
68
+ function build_execute(data, resources, context) {
69
+ const buffer = resources.get(data.buffer);
70
+ const encoder = context.encoder;
71
+
72
+ const flat = new Uint32Array(HEADER_U32S + node_count);
73
+ flat[0] = transforms_table.write_occupied_element_ids(flat, HEADER_U32S);
74
+
75
+ encoder.writeBuffer(
76
+ buffer, 0,
77
+ flat.buffer, flat.byteOffset,
78
+ flat.byteLength,
79
+ );
80
+ }
81
+
82
+ const build_pass = graph.add(
83
+ "scene-graph naive / build node id list",
84
+ build_data,
85
+ build_execute,
86
+ );
87
+ build_data.buffer = build_pass.create(
88
+ "node id list (naive)",
89
+ BufferResourceDescriptor.from(
90
+ buffer_byte_size,
91
+ GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
92
+ ),
93
+ );
94
+
95
+ // ── Pass 2: dispatch the brute-force update ────────────────────
96
+
97
+ const update_data = {};
98
+
99
+ function update_execute(data, resources, context) {
100
+ shader_nodes_update_transform_hierarchy_naive.dispatchThreads({
101
+ encoder: context.encoder,
102
+ thread_count_x: node_count,
103
+ bindings: {
104
+ input: resources.get(data.input),
105
+ scene_database: resources.get(data.scene_database),
106
+ },
107
+ });
108
+ }
109
+
110
+ const update_pass = graph.add(
111
+ "scene-graph naive / propagate",
112
+ update_data,
113
+ update_execute,
114
+ );
115
+ update_data.input = update_pass.read(build_data.buffer);
116
+ update_data.scene_database = update_pass.write(
117
+ update_pass.read(gr_scene_database)
118
+ );
119
+
120
+ return {
121
+ scene_database: update_data.scene_database,
122
+ };
123
+ }
@@ -1 +1 @@
1
- {"version":3,"file":"shader_nodes_record_input_positions.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.js"],"names":[],"mappings":"AAwDA;;GAEG;AACH,kDAFU,aAAa,CAOpB;8BA5D2B,+BAA+B"}
1
+ {"version":3,"file":"shader_nodes_record_input_positions.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.js"],"names":[],"mappings":"AAwDA;;GAEG;AACH,kDAFU,aAAa,CAMpB;8BA3D2B,+BAA+B"}
@@ -1,65 +1,64 @@
1
- import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
- import { COLLECTION_U32_STRUCT_READ } from "../../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
4
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
- import { ComputeShader } from "../../shader/ComputeShader.js";
6
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
- import { TRANSFORM_HIERARCHY_PARTITION_SIZE } from "./TRANSFORM_HIERARCHY_PARTITION_SIZE.js";
8
-
9
- /**
10
- * Setup pass for the CSDLDF-style transform-hierarchy update — fills the
11
- * `node_to_tile` lookup table that the update shader uses to ask "is this
12
- * parent in the input, and if so where?" in O(1).
13
- *
14
- * Each input position `i` writes its node id's slot:
15
- *
16
- * node_to_tile[input.elements[i]] = i + 1
17
- *
18
- * The +1 lets us treat 0 as a sentinel for "not in input" — which is how
19
- * `BufferResourceDescriptor.empty` leaves the buffer between frames, so
20
- * we don't have to clear it ourselves with a non-zero pattern.
21
- *
22
- * The lookup is *position*-based, not tile-based: the update shader needs
23
- * the position to index `published_globals` (per-input-position atomic
24
- * mat4 buffer); the tile is derived as `position / PARTITION_SIZE` for
25
- * the spine-flag check. Encoding position covers both needs in one slot.
26
- *
27
- * The buffer is sized to cover every node id the input might reference
28
- * (i.e. the transforms-table's element capacity). Slots for nodes not in
29
- * the input keep their cleared 0 value, signalling "look me up directly
30
- * from the database".
31
- */
32
- const resources = new ShaderResourceSetDescriptor();
33
- resources.createGroup()
34
- .addStorageBuffer("input", COLLECTION_U32_STRUCT_READ)
35
- .addStorageBuffer("node_to_tile", WebGPUArray.from(u32), true);
36
-
37
- const body = CodeChunk.from(
38
- //language=WGSL
39
- `
40
- @compute @workgroup_size(${TRANSFORM_HIERARCHY_PARTITION_SIZE})
41
- fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
42
- let pos = gid.x;
43
- if(pos >= input.count){
44
- return;
45
- }
46
-
47
- let node_id = input.elements[pos];
48
-
49
- // Encode position + 1; the 0 sentinel reserved for "not in input"
50
- // dovetails with the buffer's zero-initialized state. The update
51
- // shader recovers the tile as (position / PARTITION_SIZE) when it
52
- // needs the spine-flag index.
53
- node_to_tile[node_id] = pos + 1u;
54
- }
55
- `, []);
56
-
57
- /**
58
- * @type {ComputeShader}
59
- */
60
- export const shader_nodes_record_input_positions = ComputeShader.from({
61
- label: "SceneGraph/RecordInputPositions",
62
- body,
63
- resources,
64
- group_size: [TRANSFORM_HIERARCHY_PARTITION_SIZE, 1, 1],
65
- });
1
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { COLLECTION_U32_STRUCT_READ } from "../../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../../shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
+ import { TRANSFORM_HIERARCHY_PARTITION_SIZE } from "./TRANSFORM_HIERARCHY_PARTITION_SIZE.js";
8
+
9
+ /**
10
+ * Setup pass for the CSDLDF-style transform-hierarchy update — fills the
11
+ * `node_to_tile` lookup table that the update shader uses to ask "is this
12
+ * parent in the input, and if so where?" in O(1).
13
+ *
14
+ * Each input position `i` writes its node id's slot:
15
+ *
16
+ * node_to_tile[input.elements[i]] = i + 1
17
+ *
18
+ * The +1 lets us treat 0 as a sentinel for "not in input" — which is how
19
+ * `BufferResourceDescriptor.empty` leaves the buffer between frames, so
20
+ * we don't have to clear it ourselves with a non-zero pattern.
21
+ *
22
+ * The lookup is *position*-based, not tile-based: the update shader needs
23
+ * the position to index `published_globals` (per-input-position atomic
24
+ * mat4 buffer); the tile is derived as `position / PARTITION_SIZE` for
25
+ * the spine-flag check. Encoding position covers both needs in one slot.
26
+ *
27
+ * The buffer is sized to cover every node id the input might reference
28
+ * (i.e. the transforms-table's element capacity). Slots for nodes not in
29
+ * the input keep their cleared 0 value, signalling "look me up directly
30
+ * from the database".
31
+ */
32
+ const resources = new ShaderResourceSetDescriptor();
33
+ resources.createGroup()
34
+ .addStorageBuffer("input", COLLECTION_U32_STRUCT_READ)
35
+ .addStorageBuffer("node_to_tile", WebGPUArray.from(u32), true);
36
+
37
+ const body = CodeChunk.from(
38
+ //language=WGSL
39
+ `
40
+ @compute @workgroup_size(${TRANSFORM_HIERARCHY_PARTITION_SIZE})
41
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
42
+ let pos = gid.x;
43
+ if(pos >= input.count){
44
+ return;
45
+ }
46
+
47
+ let node_id = input.elements[pos];
48
+
49
+ // Encode position + 1; the 0 sentinel reserved for "not in input"
50
+ // dovetails with the buffer's zero-initialized state. The update
51
+ // shader recovers the tile as (position / PARTITION_SIZE) when it
52
+ // needs the spine-flag index.
53
+ node_to_tile[node_id] = pos + 1u;
54
+ }
55
+ `, []);
56
+
57
+ /**
58
+ * @type {ComputeShader}
59
+ */
60
+ export const shader_nodes_record_input_positions = ComputeShader.from({
61
+ label: "SceneGraph/RecordInputPositions",
62
+ body,
63
+ resources,
64
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_nodes_update_transform_hierarchy.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.js"],"names":[],"mappings":"AA2WA;;;GAGG;AACH,sDAFU,aAAa,CAOpB;8BA7W2B,+BAA+B"}
1
+ {"version":3,"file":"shader_nodes_update_transform_hierarchy.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.js"],"names":[],"mappings":"AA2WA;;;GAGG;AACH,sDAFU,aAAa,CAMpB;8BA5W2B,+BAA+B"}