@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
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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
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  377. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +2 -2
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  396. package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
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@@ -1,297 +1,351 @@
1
- import { assert } from "../../../core/assert.js";
2
- import { ComputePipelineDescriptor } from "../../descriptor/pipeline/compute/ComputePipelineDescriptor.js";
3
- import { ShaderDescriptor } from "./ShaderDescriptor.js";
4
-
5
- const VALIDATION_ENABLED = true;
6
-
7
- export class ComputeShader {
8
-
9
- /**
10
- * @type {ShaderDescriptor}
11
- */
12
- #descriptor
13
-
14
- /**
15
- * @type {ComputePipelineDescriptor}
16
- */
17
- #pipeline;
18
-
19
- /**
20
- *
21
- * @return {ComputePipelineDescriptor}
22
- */
23
- get pipeline() {
24
- return this.#pipeline;
25
- }
26
-
27
- /**
28
- * Useful metadata.
29
- * `@compute @group_size(x,y,z)`
30
- * @type {number[]}
31
- */
32
- #group_size = [1, 1, 1];
33
-
34
- /**
35
- *
36
- * @returns {number}
37
- */
38
- get group_size_x(){
39
- return this.#group_size[0];
40
- }
41
-
42
- /**
43
- *
44
- * @returns {number}
45
- */
46
- get group_size_y(){
47
- return this.#group_size[1];
48
- }
49
-
50
- /**
51
- *
52
- * @returns {number}
53
- */
54
- get group_size_z(){
55
- return this.#group_size[2];
56
- }
57
-
58
- /**
59
- *
60
- * @returns {ShaderDescriptor}
61
- */
62
- get descriptor() {
63
- return this.#descriptor;
64
- }
65
-
66
- /**
67
- *
68
- * @param {ShaderDescriptor} descriptor
69
- */
70
- constructor(descriptor) {
71
- this.#descriptor = descriptor;
72
-
73
- this.#pipeline = ComputePipelineDescriptor.simplified({
74
- label: descriptor.label,
75
- code: descriptor.compile(),
76
- bindings: descriptor.resources.generateBindingsArray(),
77
- immediate_size: descriptor.resources.immediateSize
78
- });
79
-
80
- }
81
-
82
- /**
83
- *
84
- * @param {string} [label]
85
- * @param {ShaderResourceSetDescriptor} resources
86
- * @param {CodeChunk} body
87
- * @param {number[]} [group_size] Compute shader's group_size attribute, defaults to `[1,1,1]`, can be [x], [x,y] or [x,y,z].
88
- * @returns {ComputeShader}
89
- */
90
- static from({
91
- label,
92
- body,
93
- resources,
94
- group_size = [1, 1, 1],
95
- }) {
96
-
97
- assert.isArray(group_size, 'group_size');
98
- assert.isNonNegativeInteger(group_size.length, 'group_size.length');
99
- assert.greaterThanOrEqual(group_size.length, 1, 'group_size.length must be at least 1');
100
- assert.lessThanOrEqual(group_size.length, 3, 'group_size.length must be at most 3');
101
-
102
- const r = new ComputeShader(ShaderDescriptor.from({
103
- label,
104
- body,
105
- resources
106
- }));
107
-
108
- const dims = Math.min(group_size.length, 3);
109
-
110
- for (let i = 0; i < dims; i++) {
111
- const size = group_size[i];
112
-
113
- assert.isNonNegativeInteger(size, 'group_size dimension');
114
- assert.greaterThanOrEqual(size, 1, 'group_size dimension must be at least 1');
115
-
116
- r.#group_size[i] = size;
117
- }
118
-
119
- return r;
120
-
121
- }
122
-
123
- /**
124
- *
125
- * @param {ShadeGPUCommandContext} encoder
126
- * @param {Object} bindings
127
- * @return {GPUComputePassEncoder}
128
- */
129
- constructPass({
130
- encoder,
131
- bindings
132
- }) {
133
-
134
- assert.defined(encoder, 'encoder');
135
- assert.defined(bindings, 'bindings');
136
-
137
- if (VALIDATION_ENABLED) {
138
- this.#descriptor.validate_against_device(encoder.device);
139
- }
140
-
141
- const resources = this.#descriptor.resources;
142
-
143
- const gpu_bindings = resources.generateBindings(bindings, encoder);
144
-
145
- const immediate = encoder.writeImmediate(resources, bindings);
146
-
147
- return encoder.constructComputePass({
148
- pipeline: this.#pipeline,
149
- bindings: gpu_bindings,
150
- immediate
151
- });
152
- }
153
-
154
- /**
155
- * Shortcut to {@link dispatch}, intended for iteration of linear workloads.
156
- *
157
- * For example, if we have a workload with 1000 elements, and `@group_size(256,1,1)`. We supply `element_count=1000` and this utility will set group_count to `Math.ceil(1000 / 256) = 4`.
158
- *
159
- * @param {ShadeGPUCommandContext} encoder
160
- * @param {Object} bindings
161
- * @param {number} element_count number of useful threads to process. Must be a non-negative integer.
162
- * @see dispatch
163
- */
164
- dispatchLinear({
165
- encoder,
166
- bindings,
167
- element_count
168
- }) {
169
-
170
- assert.defined(encoder, 'encoder');
171
- assert.defined(bindings, 'bindings');
172
- assert.isNonNegativeInteger(element_count, 'element_count');
173
-
174
- if (element_count === 0) {
175
- // nothing to do
176
- return;
177
- }
178
-
179
- const group_size = this.#group_size;
180
-
181
- assert.equal(group_size[1], 1, 'group_size[1](y) must be 1');
182
- assert.equal(group_size[2], 1, 'group_size[2](z) must be 1');
183
-
184
- const group_count = Math.ceil(element_count / group_size[0]);
185
-
186
- this.dispatch({
187
- encoder,
188
- bindings,
189
- group_count_x: group_count,
190
- });
191
-
192
- }
193
-
194
- /**
195
- *
196
- * @param {ShadeGPUCommandContext} encoder
197
- * @param {Object} bindings
198
- * @param {number} [group_count_x]
199
- * @param {number} [group_count_y]
200
- * @param {number} [group_count_z]
201
- */
202
- dispatch({
203
- encoder,
204
- bindings,
205
- group_count_x = 1,
206
- group_count_y = 1,
207
- group_count_z = 1,
208
- }) {
209
-
210
- assert.isNonNegativeInteger(group_count_x, 'group_count_x');
211
- assert.isNonNegativeInteger(group_count_y, 'group_count_y');
212
- assert.isNonNegativeInteger(group_count_z, 'group_count_z');
213
-
214
- assert.isFinite(group_count_x, 'group_count_x');
215
- assert.isFinite(group_count_y, 'group_count_y');
216
- assert.isFinite(group_count_z, 'group_count_z');
217
-
218
- assert.greaterThanOrEqual(group_count_x, 1, 'must be at least 1');
219
- assert.greaterThanOrEqual(group_count_y, 1, 'must be at least 1');
220
- assert.greaterThanOrEqual(group_count_z, 1, 'must be at least 1');
221
-
222
- encoder.pushDebugGroup(this.#descriptor.label);
223
-
224
- try {
225
- const pass = this.constructPass({
226
- encoder,
227
- bindings,
228
- });
229
-
230
- pass.dispatchWorkgroups(group_count_x, group_count_y, group_count_z);
231
- pass.end();
232
- } catch (e) {
233
- // annotate error
234
- const error = new Error(`ComputeShader '${this.#descriptor.label}' failed to dispatch' `);
235
-
236
- error.cause = e;
237
-
238
- throw error;
239
- }
240
-
241
- encoder.popDebugGroup();
242
-
243
- }
244
-
245
- /**
246
- *
247
- * @param {ShadeGPUCommandContext} encoder
248
- * @param {GPUBuffer} command
249
- * @param {Object} bindings
250
- * @param {number} [command_offset] see {@link GPUComputePassEncoder.dispatchWorkgroupsIndirect} indirectOffset parameter
251
- */
252
- dispatchIndirect({
253
- encoder,
254
- bindings,
255
- command,
256
- command_offset = 0
257
- }) {
258
-
259
- assert.notNull(command, 'command');
260
- assert.defined(command, 'command');
261
- assert.isObject(command, 'command');
262
- assert.equal(command.usage & GPUBufferUsage.INDIRECT, GPUBufferUsage.INDIRECT, 'command.usage does not include GPUBufferUsage.INDIRECT')
263
- assert.isNonNegativeInteger(command_offset, 'command_offset');
264
- assert.defined(encoder, 'encoder');
265
- assert.isObject(encoder, 'encoder');
266
- assert.equal(encoder.isGPUCommandContext, true, 'encoder.isGPUCommandContext !== true');
267
-
268
- // TODO check if command buffer is used anywhere in the bindings, as that would cause an error
269
-
270
- encoder.pushDebugGroup(this.#descriptor.label);
271
-
272
- try {
273
- const pass = this.constructPass({
274
- encoder,
275
- bindings,
276
- });
277
-
278
- pass.dispatchWorkgroupsIndirect(command, command_offset);
279
- pass.end();
280
- } catch (e) {
281
- // annotate error
282
- const error = new Error(`ComputeShader '${this.#descriptor.label}' failed to dispatchIndirect' `);
283
-
284
- error.cause = e;
285
-
286
- throw error;
287
- }
288
-
289
- encoder.popDebugGroup();
290
- }
291
- }
292
-
293
- /**
294
- * @readonly
295
- * @type {boolean}
296
- */
1
+ import { assert } from "../../../core/assert.js";
2
+ import { ComputePipelineDescriptor } from "../../descriptor/pipeline/compute/ComputePipelineDescriptor.js";
3
+ import { ShaderDescriptor } from "./ShaderDescriptor.js";
4
+ import {
5
+ compute_infer_workgroup_size_from_source
6
+ } from "./util/compute_infer_workgroup_size_from_source.js";
7
+
8
+ const VALIDATION_ENABLED = true;
9
+
10
+ export class ComputeShader {
11
+
12
+ /**
13
+ * @type {ShaderDescriptor}
14
+ */
15
+ #descriptor
16
+
17
+ /**
18
+ * @type {ComputePipelineDescriptor}
19
+ */
20
+ #pipeline;
21
+
22
+ /**
23
+ *
24
+ * @return {ComputePipelineDescriptor}
25
+ */
26
+ get pipeline() {
27
+ return this.#pipeline;
28
+ }
29
+
30
+ /**
31
+ * The `@workgroup_size(x,y,z)` of the shader's entry point, read out of the compiled WGSL.
32
+ *
33
+ * Inferred rather than declared alongside it, so there is one place to change it and no way for
34
+ * the two to drift. A shader that divides a thread count by a stale copy of this number
35
+ * dispatches the wrong number of workgroups and says nothing about it.
36
+ *
37
+ * @type {[number, number, number]}
38
+ */
39
+ #group_size;
40
+
41
+ /**
42
+ *
43
+ * @returns {number}
44
+ */
45
+ get group_size_x(){
46
+ return this.#group_size[0];
47
+ }
48
+
49
+ /**
50
+ *
51
+ * @returns {number}
52
+ */
53
+ get group_size_y(){
54
+ return this.#group_size[1];
55
+ }
56
+
57
+ /**
58
+ *
59
+ * @returns {number}
60
+ */
61
+ get group_size_z(){
62
+ return this.#group_size[2];
63
+ }
64
+
65
+ /**
66
+ *
67
+ * @returns {ShaderDescriptor}
68
+ */
69
+ get descriptor() {
70
+ return this.#descriptor;
71
+ }
72
+
73
+ /**
74
+ *
75
+ * @param {ShaderDescriptor} descriptor
76
+ */
77
+ constructor(descriptor) {
78
+ this.#descriptor = descriptor;
79
+
80
+ // compiled once here rather than read twice off the descriptor, so that a failure to
81
+ // compile stays its own error instead of arriving wrapped in the one below
82
+ const source = descriptor.source;
83
+
84
+ try {
85
+ this.#group_size = compute_infer_workgroup_size_from_source(source);
86
+ } catch (e) {
87
+ // the source alone says nothing about which shader it belongs to
88
+ const error = new Error(`ComputeShader '${descriptor.label}' has no readable workgroup size: ${e.message}`);
89
+
90
+ error.cause = e;
91
+
92
+ throw error;
93
+ }
94
+
95
+ this.#pipeline = ComputePipelineDescriptor.simplified({
96
+ label: descriptor.label,
97
+ code: source,
98
+ bindings: descriptor.resources.generateBindingsArray(),
99
+ immediate_size: descriptor.resources.immediateSize
100
+ });
101
+
102
+ }
103
+
104
+ /**
105
+ *
106
+ * @param {string} [label]
107
+ * @param {ShaderResourceSetDescriptor} resources
108
+ * @param {CodeChunk} body
109
+ * @param {number[]} [group_size] removed — see {@link group_size_x}. Still destructured only so
110
+ * that a call site left over from before the removal fails loudly instead of having its value
111
+ * silently ignored.
112
+ * @returns {ComputeShader}
113
+ */
114
+ static from({
115
+ label,
116
+ body,
117
+ resources,
118
+ group_size,
119
+ }) {
120
+
121
+ if (group_size !== undefined) {
122
+ throw new Error(
123
+ `ComputeShader '${label}' was given group_size [${group_size}], which no longer exists.`
124
+ + ` The shader's own @workgroup_size attribute is the one source of truth for this and`
125
+ + ` is read from the compiled WGSL — delete the argument.`
126
+ );
127
+ }
128
+
129
+ return new ComputeShader(ShaderDescriptor.from({
130
+ label,
131
+ body,
132
+ resources
133
+ }));
134
+
135
+ }
136
+
137
+ /**
138
+ *
139
+ * @param {ShadeGPUCommandContext} encoder
140
+ * @param {Object} bindings
141
+ * @return {GPUComputePassEncoder}
142
+ */
143
+ constructPass({
144
+ encoder,
145
+ bindings
146
+ }) {
147
+
148
+ assert.defined(encoder, 'encoder');
149
+ assert.defined(bindings, 'bindings');
150
+
151
+ if (VALIDATION_ENABLED) {
152
+ this.#descriptor.validate_against_device(encoder.device);
153
+ }
154
+
155
+ const resources = this.#descriptor.resources;
156
+
157
+ const gpu_bindings = resources.generateBindings(bindings, encoder);
158
+
159
+ const immediate = encoder.writeImmediate(resources, bindings);
160
+
161
+ return encoder.constructComputePass({
162
+ pipeline: this.#pipeline,
163
+ bindings: gpu_bindings,
164
+ immediate
165
+ });
166
+ }
167
+
168
+ /**
169
+ * Shortcut to {@link dispatch}, expressed in threads instead of workgroups.
170
+ *
171
+ * Each dimension's thread count is divided by the matching `group_size` component, rounding up.
172
+ *
173
+ * For example, if we have a workload with 1000 elements, and `@workgroup_size(256,1,1)`. We supply `thread_count_x=1000` and this utility will set `group_count_x` to `Math.ceil(1000 / 256) = 4`.
174
+ *
175
+ * NOTE: rounding up means the last group in each dimension is only partially useful, the shader is responsible for discarding threads beyond the requested counts.
176
+ *
177
+ * @param {ShadeGPUCommandContext} encoder
178
+ * @param {Object} bindings
179
+ * @param {number} [thread_count_x] number of useful threads to process along X. Must be a non-negative integer. Defaults to `1`.
180
+ * @param {number} [thread_count_y] number of useful threads to process along Y. Must be a non-negative integer. Defaults to `1`.
181
+ * @param {number} [thread_count_z] number of useful threads to process along Z. Must be a non-negative integer. Defaults to `1`.
182
+ * @see dispatch
183
+ */
184
+ dispatchThreads({
185
+ encoder,
186
+ bindings,
187
+ thread_count_x = 1,
188
+ thread_count_y = 1,
189
+ thread_count_z = 1,
190
+ }) {
191
+
192
+ assert.defined(encoder, 'encoder');
193
+ assert.defined(bindings, 'bindings');
194
+ assert.isNonNegativeInteger(thread_count_x, 'thread_count_x');
195
+ assert.isNonNegativeInteger(thread_count_y, 'thread_count_y');
196
+ assert.isNonNegativeInteger(thread_count_z, 'thread_count_z');
197
+
198
+ if (thread_count_x === 0 || thread_count_y === 0 || thread_count_z === 0) {
199
+ // workload is empty, nothing to do
200
+ return;
201
+ }
202
+
203
+ const group_size = this.#group_size;
204
+
205
+ this.dispatch({
206
+ encoder,
207
+ bindings,
208
+ group_count_x: Math.ceil(thread_count_x / group_size[0]),
209
+ group_count_y: Math.ceil(thread_count_y / group_size[1]),
210
+ group_count_z: Math.ceil(thread_count_z / group_size[2]),
211
+ });
212
+
213
+ }
214
+
215
+ /**
216
+ * @deprecated use {@link dispatchThreads} instead, passing `element_count` as `thread_count_x`.
217
+ *
218
+ * Shortcut to {@link dispatch}, intended for iteration of linear workloads.
219
+ *
220
+ * For example, if we have a workload with 1000 elements, and `@workgroup_size(256,1,1)`. We supply `element_count=1000` and this utility will set group_count to `Math.ceil(1000 / 256) = 4`.
221
+ *
222
+ * @param {ShadeGPUCommandContext} encoder
223
+ * @param {Object} bindings
224
+ * @param {number} element_count number of useful threads to process. Must be a non-negative integer.
225
+ * @see dispatchThreads
226
+ */
227
+ dispatchLinear({
228
+ encoder,
229
+ bindings,
230
+ element_count
231
+ }) {
232
+
233
+ assert.isNonNegativeInteger(element_count, 'element_count');
234
+
235
+ const group_size = this.#group_size;
236
+
237
+ assert.equal(group_size[1], 1, 'group_size[1](y) must be 1');
238
+ assert.equal(group_size[2], 1, 'group_size[2](z) must be 1');
239
+
240
+ this.dispatchThreads({
241
+ encoder,
242
+ bindings,
243
+ thread_count_x: element_count,
244
+ });
245
+
246
+ }
247
+
248
+ /**
249
+ *
250
+ * @param {ShadeGPUCommandContext} encoder
251
+ * @param {Object} bindings
252
+ * @param {number} [group_count_x]
253
+ * @param {number} [group_count_y]
254
+ * @param {number} [group_count_z]
255
+ */
256
+ dispatch({
257
+ encoder,
258
+ bindings,
259
+ group_count_x = 1,
260
+ group_count_y = 1,
261
+ group_count_z = 1,
262
+ }) {
263
+
264
+ assert.isNonNegativeInteger(group_count_x, 'group_count_x');
265
+ assert.isNonNegativeInteger(group_count_y, 'group_count_y');
266
+ assert.isNonNegativeInteger(group_count_z, 'group_count_z');
267
+
268
+ assert.isFinite(group_count_x, 'group_count_x');
269
+ assert.isFinite(group_count_y, 'group_count_y');
270
+ assert.isFinite(group_count_z, 'group_count_z');
271
+
272
+ assert.greaterThanOrEqual(group_count_x, 1, 'must be at least 1');
273
+ assert.greaterThanOrEqual(group_count_y, 1, 'must be at least 1');
274
+ assert.greaterThanOrEqual(group_count_z, 1, 'must be at least 1');
275
+
276
+ encoder.pushDebugGroup(this.#descriptor.label);
277
+
278
+ try {
279
+ const pass = this.constructPass({
280
+ encoder,
281
+ bindings,
282
+ });
283
+
284
+ pass.dispatchWorkgroups(group_count_x, group_count_y, group_count_z);
285
+ pass.end();
286
+ } catch (e) {
287
+ // annotate error
288
+ const error = new Error(`ComputeShader '${this.#descriptor.label}' failed to dispatch' `);
289
+
290
+ error.cause = e;
291
+
292
+ throw error;
293
+ }
294
+
295
+ encoder.popDebugGroup();
296
+
297
+ }
298
+
299
+ /**
300
+ *
301
+ * @param {ShadeGPUCommandContext} encoder
302
+ * @param {GPUBuffer} command
303
+ * @param {Object} bindings
304
+ * @param {number} [command_offset] see {@link GPUComputePassEncoder.dispatchWorkgroupsIndirect} indirectOffset parameter
305
+ */
306
+ dispatchIndirect({
307
+ encoder,
308
+ bindings,
309
+ command,
310
+ command_offset = 0
311
+ }) {
312
+
313
+ assert.notNull(command, 'command');
314
+ assert.defined(command, 'command');
315
+ assert.isObject(command, 'command');
316
+ assert.equal(command.usage & GPUBufferUsage.INDIRECT, GPUBufferUsage.INDIRECT, 'command.usage does not include GPUBufferUsage.INDIRECT')
317
+ assert.isNonNegativeInteger(command_offset, 'command_offset');
318
+ assert.defined(encoder, 'encoder');
319
+ assert.isObject(encoder, 'encoder');
320
+ assert.equal(encoder.isGPUCommandContext, true, 'encoder.isGPUCommandContext !== true');
321
+
322
+ // TODO check if command buffer is used anywhere in the bindings, as that would cause an error
323
+
324
+ encoder.pushDebugGroup(this.#descriptor.label);
325
+
326
+ try {
327
+ const pass = this.constructPass({
328
+ encoder,
329
+ bindings,
330
+ });
331
+
332
+ pass.dispatchWorkgroupsIndirect(command, command_offset);
333
+ pass.end();
334
+ } catch (e) {
335
+ // annotate error
336
+ const error = new Error(`ComputeShader '${this.#descriptor.label}' failed to dispatchIndirect' `);
337
+
338
+ error.cause = e;
339
+
340
+ throw error;
341
+ }
342
+
343
+ encoder.popDebugGroup();
344
+ }
345
+ }
346
+
347
+ /**
348
+ * @readonly
349
+ * @type {boolean}
350
+ */
297
351
  ComputeShader.prototype.isComputeShader = true;