@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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@@ -1,246 +1,246 @@
1
- import { GPUShaderStage } from "../../descriptor/GPUShaderStage.js";
2
- import { ColorTargetState } from "../../descriptor/pipeline/render/ColorTargetState.js";
3
- import { RenderPipelineDescriptor } from "../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
4
- import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
5
- import { chunk_get_view_space_depth } from "../shader/chunk/depth/chunk_get_view_space_depth.js";
6
- import { CodeChunk } from "../shader/compiler/CodeChunk.js";
7
- import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
8
- import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
9
- import { f32, vec2f, vec3f, vec4f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
10
- import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
11
-
12
- /**
13
- * One water surface. Small, and rewritten per surface per frame rather than tabled — a level has a
14
- * handful of these, not thousands.
15
- */
16
- export const WATER_DRAW_STRUCT = WebGPUStruct.from({
17
- /**
18
- * World-space extent of the surface, `x0, z0, x1, z1`. The quad is generated from this rather
19
- * than from a vertex buffer: the surface is a rectangle at a constant height, and the waves
20
- * displace nothing — they only move where the shore line falls.
21
- */
22
- extent: vec4f,
23
-
24
- /**
25
- * Where the water's UV lands in the terrain height map, `offset.xy, scale.xy`.
26
- */
27
- height_uv: vec4f,
28
-
29
- color_deep: vec3f,
30
- color_shore: vec3f,
31
-
32
- /**
33
- * The surface's world height.
34
- */
35
- level: f32,
36
-
37
- /**
38
- * Seconds. Waves are a function of it, so it is the only field that must change every frame.
39
- */
40
- time: f32,
41
-
42
- wave_amplitude: f32,
43
- wave_speed: f32,
44
- wave_frequency: f32,
45
-
46
- /**
47
- * How fast the water goes opaque with the depth of scene behind it.
48
- */
49
- scattering: f32,
50
-
51
- /**
52
- * Water depth over which the shore colour gives way to the deep colour.
53
- */
54
- shore_transition: vec2f,
55
- }, "WaterDraw").pack();
56
-
57
- const resources = new ShaderResourceSetDescriptor();
58
-
59
- resources.createGroup()
60
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
61
- .addUniform("water", WATER_DRAW_STRUCT)
62
- // Bound as an unfilterable float rather than as `depth`, which is how every other pass in the
63
- // engine reads the depth buffer — GTAO, TAA and the volumetrics all declare it this way and take
64
- // `.r`. Declaring it `depth` yields a `texture_depth_2d` binding, and the depth this pass sampled
65
- // through one did not come back as the scene's.
66
- .addTexture("scene_depth")
67
- .addTexture("terrain_height", "float")
68
- .addSampler("height_sampler");
69
-
70
- const body = CodeChunk.from(
71
- //language=WGSL
72
- `
73
- struct WaterVertexOut {
74
- @builtin(position) clip : vec4<f32>,
75
- @location(0) world : vec3<f32>,
76
- @location(1) uv : vec2<f32>,
77
- }
78
-
79
- /*
80
- Two triangles from the vertex index alone. The surface is a rectangle at a constant height, so
81
- there is no geometry worth uploading, and nothing about it changes between frames except the
82
- uniform.
83
- */
84
- @vertex
85
- fn vs_main(@builtin(vertex_index) vi : u32) -> WaterVertexOut {
86
- var CORNERS = array<vec2<f32>, 6>(
87
- vec2<f32>(0.0, 0.0),
88
- vec2<f32>(1.0, 0.0),
89
- vec2<f32>(0.0, 1.0),
90
- vec2<f32>(1.0, 0.0),
91
- vec2<f32>(1.0, 1.0),
92
- vec2<f32>(0.0, 1.0),
93
- );
94
-
95
- let corner = CORNERS[vi];
96
-
97
- let world = vec3<f32>(
98
- mix(water.extent.x, water.extent.z, corner.x),
99
- water.level,
100
- mix(water.extent.y, water.extent.w, corner.y)
101
- );
102
-
103
- var out : WaterVertexOut;
104
-
105
- out.clip = camera.view_projection_matrix * vec4<f32>(world, 1.0);
106
- out.world = world;
107
- out.uv = corner;
108
-
109
- return out;
110
- }
111
-
112
- /**
113
- * The terrain under the water, softened. A hard heightmap read makes the shore line crawl along
114
- * texel edges; the legacy shader blurred it for the same reason, and the softness is the look
115
- * rather than an approximation of one.
116
- */
117
- fn sample_terrain_height(uv : vec2<f32>) -> f32 {
118
- let dimensions = vec2<f32>(textureDimensions(terrain_height, 0));
119
- let texel = 1.0 / dimensions;
120
-
121
- var total = 0.0;
122
-
123
- for (var y = -1; y <= 1; y = y + 1) {
124
- for (var x = -1; x <= 1; x = x + 1) {
125
- let offset = vec2<f32>(f32(x), f32(y)) * texel;
126
-
127
- total = total + textureSampleLevel(terrain_height, height_sampler, uv + offset, 0.0).r;
128
- }
129
- }
130
-
131
- return total / 9.0;
132
- }
133
-
134
- @fragment
135
- fn fs_main(in : WaterVertexOut) -> @location(0) vec4<f32> {
136
- let coord = vec2<i32>(in.clip.xy);
137
-
138
- /*
139
- How much scene sits behind the water at this pixel. Both depths go through the camera's own
140
- device-to-view parameters, so this is correct under the reverse-Z infinite-far projection Shade
141
- draws with — the legacy shader's near/far reconstruction is not, and reproducing its arithmetic
142
- here would have put the shore line in the wrong place everywhere.
143
- */
144
- let scene_view_depth = get_view_space_depth(
145
- textureLoad(scene_depth, coord, 0).r,
146
- camera
147
- );
148
-
149
- let surface_view_depth = get_view_space_depth(in.clip.z, camera);
150
-
151
- let behind = scene_view_depth - surface_view_depth;
152
-
153
- if (!(behind > 0.0)) {
154
- // the water surface is behind something opaque — written as a positive test so a depth that
155
- // arrives as NaN discards too rather than drawing over the scene
156
- discard;
157
- }
158
-
159
- let height_uv = in.uv * water.height_uv.zw + water.height_uv.xy;
160
-
161
- let terrain = sample_terrain_height(height_uv);
162
-
163
- let depth = water.level - terrain;
164
-
165
- let hash = (in.world.x + in.world.z) * water.wave_frequency;
166
-
167
- const INVERSE_PI = 0.3183098861837907;
168
-
169
- let wave = sin(hash + water.time * water.wave_speed) * INVERSE_PI;
170
-
171
- let wave_depth = depth + water.wave_amplitude * wave;
172
-
173
- let deep = smoothstep(water.shore_transition.x, water.shore_transition.y, wave_depth);
174
-
175
- var color = mix(
176
- vec4<f32>(water.color_shore, 0.8),
177
- vec4<f32>(water.color_deep, 1.0),
178
- deep
179
- );
180
-
181
- // scattering: the more scene there is behind the water, the less of it comes back through
182
- color.a = color.a * (1.0 - exp(-behind * water.scattering));
183
-
184
- return color;
185
- }
186
- `, [
187
- chunk_get_view_space_depth
188
- ]
189
- );
190
-
191
- export const water_shader = ShaderDescriptor.from({
192
- label: "Water",
193
- resources,
194
- body
195
- });
196
-
197
- const WATER_BLEND = {
198
- color: {
199
- srcFactor: "src-alpha",
200
- dstFactor: "one-minus-src-alpha",
201
- operation: "add",
202
- },
203
- alpha: {
204
- srcFactor: "one",
205
- dstFactor: "one-minus-src-alpha",
206
- operation: "add",
207
- },
208
- };
209
-
210
- /**
211
- * Build the water pipeline.
212
- *
213
- * **It has no depth attachment, and that is forced rather than chosen.** The shader *samples* scene
214
- * depth to know how much water the view looks through, and a texture may not be a sampled source
215
- * and a render attachment in the same pass. So the depth test the hardware would have done is done
216
- * in the shader instead — which is also why the fragment `discard` there is load-bearing rather
217
- * than a guard: without it, water would draw over the things standing in it.
218
- *
219
- * @param {object} [options]
220
- * @param {string} [options.color_format]
221
- * @returns {RenderPipelineDescriptor}
222
- */
223
- export function create_water_pipeline({ color_format = "rgba16float" } = {}) {
224
- const code = water_shader.compile();
225
-
226
- return RenderPipelineDescriptor.from({
227
- label: "Water",
228
- layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
229
- vertex: { module: { code }, entryPoint: "vs_main" },
230
- fragment: {
231
- module: { code },
232
- entryPoint: "fs_main",
233
- targets: [ColorTargetState.from({ format: color_format, blend: WATER_BLEND })],
234
- },
235
- // the surface is a rectangle seen from above or below — the legacy plane was BackSide for
236
- // the same reason, and neither side of it should vanish
237
- primitive: { topology: "triangle-list", cullMode: "none" },
238
- });
239
- }
240
-
241
- /**
242
- * The pipeline's resource set, for building bind groups.
243
- *
244
- * @type {ShaderResourceSetDescriptor}
245
- */
246
- export const WATER_RESOURCES = resources;
1
+ import { GPUShaderStage } from "../../descriptor/GPUShaderStage.js";
2
+ import { ColorTargetState } from "../../descriptor/pipeline/render/ColorTargetState.js";
3
+ import { RenderPipelineDescriptor } from "../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
4
+ import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
5
+ import { chunk_get_view_space_depth } from "../shader/chunk/depth/chunk_get_view_space_depth.js";
6
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
7
+ import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
8
+ import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
9
+ import { f32, vec2f, vec3f, vec4f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
10
+ import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
11
+
12
+ /**
13
+ * One water surface. Small, and rewritten per surface per frame rather than tabled — a level has a
14
+ * handful of these, not thousands.
15
+ */
16
+ export const WATER_DRAW_STRUCT = WebGPUStruct.from({
17
+ /**
18
+ * World-space extent of the surface, `x0, z0, x1, z1`. The quad is generated from this rather
19
+ * than from a vertex buffer: the surface is a rectangle at a constant height, and the waves
20
+ * displace nothing — they only move where the shore line falls.
21
+ */
22
+ extent: vec4f,
23
+
24
+ /**
25
+ * Where the water's UV lands in the terrain height map, `offset.xy, scale.xy`.
26
+ */
27
+ height_uv: vec4f,
28
+
29
+ color_deep: vec3f,
30
+ color_shore: vec3f,
31
+
32
+ /**
33
+ * The surface's world height.
34
+ */
35
+ level: f32,
36
+
37
+ /**
38
+ * Seconds. Waves are a function of it, so it is the only field that must change every frame.
39
+ */
40
+ time: f32,
41
+
42
+ wave_amplitude: f32,
43
+ wave_speed: f32,
44
+ wave_frequency: f32,
45
+
46
+ /**
47
+ * How fast the water goes opaque with the depth of scene behind it.
48
+ */
49
+ scattering: f32,
50
+
51
+ /**
52
+ * Water depth over which the shore colour gives way to the deep colour.
53
+ */
54
+ shore_transition: vec2f,
55
+ }, "WaterDraw").pack();
56
+
57
+ const resources = new ShaderResourceSetDescriptor();
58
+
59
+ resources.createGroup()
60
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
61
+ .addUniform("water", WATER_DRAW_STRUCT)
62
+ // Bound as an unfilterable float rather than as `depth`, which is how every other pass in the
63
+ // engine reads the depth buffer — GTAO, TAA and the volumetrics all declare it this way and take
64
+ // `.r`. Declaring it `depth` yields a `texture_depth_2d` binding, and the depth this pass sampled
65
+ // through one did not come back as the scene's.
66
+ .addTexture("scene_depth")
67
+ .addTexture("terrain_height", "float")
68
+ .addSampler("height_sampler");
69
+
70
+ const body = CodeChunk.from(
71
+ //language=WGSL
72
+ `
73
+ struct WaterVertexOut {
74
+ @builtin(position) clip : vec4<f32>,
75
+ @location(0) world : vec3<f32>,
76
+ @location(1) uv : vec2<f32>,
77
+ }
78
+
79
+ /*
80
+ Two triangles from the vertex index alone. The surface is a rectangle at a constant height, so
81
+ there is no geometry worth uploading, and nothing about it changes between frames except the
82
+ uniform.
83
+ */
84
+ @vertex
85
+ fn vs_main(@builtin(vertex_index) vi : u32) -> WaterVertexOut {
86
+ var CORNERS = array<vec2<f32>, 6>(
87
+ vec2<f32>(0.0, 0.0),
88
+ vec2<f32>(1.0, 0.0),
89
+ vec2<f32>(0.0, 1.0),
90
+ vec2<f32>(1.0, 0.0),
91
+ vec2<f32>(1.0, 1.0),
92
+ vec2<f32>(0.0, 1.0),
93
+ );
94
+
95
+ let corner = CORNERS[vi];
96
+
97
+ let world = vec3<f32>(
98
+ mix(water.extent.x, water.extent.z, corner.x),
99
+ water.level,
100
+ mix(water.extent.y, water.extent.w, corner.y)
101
+ );
102
+
103
+ var out : WaterVertexOut;
104
+
105
+ out.clip = camera.view_projection_matrix * vec4<f32>(world, 1.0);
106
+ out.world = world;
107
+ out.uv = corner;
108
+
109
+ return out;
110
+ }
111
+
112
+ /**
113
+ * The terrain under the water, softened. A hard heightmap read makes the shore line crawl along
114
+ * texel edges; the legacy shader blurred it for the same reason, and the softness is the look
115
+ * rather than an approximation of one.
116
+ */
117
+ fn sample_terrain_height(uv : vec2<f32>) -> f32 {
118
+ let dimensions = vec2<f32>(textureDimensions(terrain_height, 0));
119
+ let texel = 1.0 / dimensions;
120
+
121
+ var total = 0.0;
122
+
123
+ for (var y = -1; y <= 1; y = y + 1) {
124
+ for (var x = -1; x <= 1; x = x + 1) {
125
+ let offset = vec2<f32>(f32(x), f32(y)) * texel;
126
+
127
+ total = total + textureSampleLevel(terrain_height, height_sampler, uv + offset, 0.0).r;
128
+ }
129
+ }
130
+
131
+ return total / 9.0;
132
+ }
133
+
134
+ @fragment
135
+ fn fs_main(in : WaterVertexOut) -> @location(0) vec4<f32> {
136
+ let coord = vec2<i32>(in.clip.xy);
137
+
138
+ /*
139
+ How much scene sits behind the water at this pixel. Both depths go through the camera's own
140
+ device-to-view parameters, so this is correct under the reverse-Z infinite-far projection Shade
141
+ draws with — the legacy shader's near/far reconstruction is not, and reproducing its arithmetic
142
+ here would have put the shore line in the wrong place everywhere.
143
+ */
144
+ let scene_view_depth = get_view_space_depth(
145
+ textureLoad(scene_depth, coord, 0).r,
146
+ camera
147
+ );
148
+
149
+ let surface_view_depth = get_view_space_depth(in.clip.z, camera);
150
+
151
+ let behind = scene_view_depth - surface_view_depth;
152
+
153
+ if (!(behind > 0.0)) {
154
+ // the water surface is behind something opaque — written as a positive test so a depth that
155
+ // arrives as NaN discards too rather than drawing over the scene
156
+ discard;
157
+ }
158
+
159
+ let height_uv = in.uv * water.height_uv.zw + water.height_uv.xy;
160
+
161
+ let terrain = sample_terrain_height(height_uv);
162
+
163
+ let depth = water.level - terrain;
164
+
165
+ let hash = (in.world.x + in.world.z) * water.wave_frequency;
166
+
167
+ const INVERSE_PI = 0.3183098861837907;
168
+
169
+ let wave = sin(hash + water.time * water.wave_speed) * INVERSE_PI;
170
+
171
+ let wave_depth = depth + water.wave_amplitude * wave;
172
+
173
+ let deep = smoothstep(water.shore_transition.x, water.shore_transition.y, wave_depth);
174
+
175
+ var color = mix(
176
+ vec4<f32>(water.color_shore, 0.8),
177
+ vec4<f32>(water.color_deep, 1.0),
178
+ deep
179
+ );
180
+
181
+ // scattering: the more scene there is behind the water, the less of it comes back through
182
+ color.a = color.a * (1.0 - exp(-behind * water.scattering));
183
+
184
+ return color;
185
+ }
186
+ `, [
187
+ chunk_get_view_space_depth
188
+ ]
189
+ );
190
+
191
+ export const water_shader = ShaderDescriptor.from({
192
+ label: "Water",
193
+ resources,
194
+ body
195
+ });
196
+
197
+ const WATER_BLEND = {
198
+ color: {
199
+ srcFactor: "src-alpha",
200
+ dstFactor: "one-minus-src-alpha",
201
+ operation: "add",
202
+ },
203
+ alpha: {
204
+ srcFactor: "one",
205
+ dstFactor: "one-minus-src-alpha",
206
+ operation: "add",
207
+ },
208
+ };
209
+
210
+ /**
211
+ * Build the water pipeline.
212
+ *
213
+ * **It has no depth attachment, and that is forced rather than chosen.** The shader *samples* scene
214
+ * depth to know how much water the view looks through, and a texture may not be a sampled source
215
+ * and a render attachment in the same pass. So the depth test the hardware would have done is done
216
+ * in the shader instead — which is also why the fragment `discard` there is load-bearing rather
217
+ * than a guard: without it, water would draw over the things standing in it.
218
+ *
219
+ * @param {object} [options]
220
+ * @param {string} [options.color_format]
221
+ * @returns {RenderPipelineDescriptor}
222
+ */
223
+ export function create_water_pipeline({ color_format = "rgba16float" } = {}) {
224
+ const code = water_shader.source;
225
+
226
+ return RenderPipelineDescriptor.from({
227
+ label: "Water",
228
+ layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
229
+ vertex: { module: { code }, entryPoint: "vs_main" },
230
+ fragment: {
231
+ module: { code },
232
+ entryPoint: "fs_main",
233
+ targets: [ColorTargetState.from({ format: color_format, blend: WATER_BLEND })],
234
+ },
235
+ // the surface is a rectangle seen from above or below — the legacy plane was BackSide for
236
+ // the same reason, and neither side of it should vanish
237
+ primitive: { topology: "triangle-list", cullMode: "none" },
238
+ });
239
+ }
240
+
241
+ /**
242
+ * The pipeline's resource set, for building bind groups.
243
+ *
244
+ * @type {ShaderResourceSetDescriptor}
245
+ */
246
+ export const WATER_RESOURCES = resources;
@@ -1,4 +1,4 @@
1
- // Vendored with Shade (MEEP3 Phase 1b). Vitest setup: stub WebGPU globals that production modules reference at load time. In a real
1
+ // Vendored with Shade (see ../../SHADE_ORIGIN.md). Vitest setup: stub WebGPU globals that production modules reference at load time. In a real
2
2
  // WebGPU environment these are provided by the platform; under Node these are absent and reading
3
3
  // them throws a ReferenceError, which trips any `import` of a production shader module that
4
4
  // constructs an ImageShader / ComputeShader at top level.