@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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@@ -1,291 +1,291 @@
1
- import { assert } from "../../../core/assert.js";
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- import { WGSLParser } from "../WGSLParser.js";
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- import { WGSLJavaScriptCompiler } from "./WGSLJavaScriptCompiler.js";
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- import { WGSLLanguageCore } from "./WGSLLanguageCore.js";
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-
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- /**
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- * Emulates a {@link ComputeShader} on the CPU by translating its WGSL source to JavaScript
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- * and dispatching threads point-wise.
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- *
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- * Intended for testing — feed the same shader instance you'd run on a GPU, drive it from a
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- * unit test, and inspect the resulting bindings or texture state.
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- *
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- * Texture bindings expect a {@link CPUBitmapData} (1D / 2D / 3D inferred from
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- * the bitmap's `size`). Sampling routes through {@link cpu_texture_sample},
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- * which honours the bound sampler's address modes and filter.
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- *
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- * @example
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- * const shader = ComputeShader.from({...});
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- * const emu = await ComputeShaderEmulator.create(shader);
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- * emu.bindings = { data: someArray };
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- * emu.dispatch([0, 0, 0]); // global_invocation_id = (0,0,0)
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- * emu.dispatch([1, 0, 0]); // global_invocation_id = (1,0,0)
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- * // ... bindings now contain results
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- */
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- export class ComputeShaderEmulator {
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-
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- /** @type {string} */
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- #source;
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-
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- /** @type {string} */
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- #js_source;
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-
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- /** @type {object} */
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- #module;
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-
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- /** @type {object} */
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- #workgroup_state;
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-
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- /** @type {object} */
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- #language_core;
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-
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- /**
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- * Bindings currently in effect. Keys match the WGSL variable names declared with
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- * `@group(...) @binding(...) var ...: T`.
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- * @type {object}
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- */
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- bindings = {};
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-
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- /**
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- * Construct directly when you already have the WGSL source string.
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- *
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- * For most use cases prefer {@link create} or {@link fromComputeShader}.
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- *
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- * @param {object} options
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- * @param {object} options.module — the compiled module returned by the JS factory
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- * @param {string} options.source — the original WGSL source
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- * @param {string} options.jsSource — the generated JS source (kept for debugging)
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- * @param {object} options.languageCore — the runtime `wgsl` object
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- */
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- constructor({ module, source, jsSource, languageCore }) {
61
- this.#module = module;
62
- this.#source = source;
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- this.#js_source = jsSource;
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- this.#language_core = languageCore;
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- // Fragment-stage entries have no var<workgroup>, so the module skips emitting the
66
- // workgroup-state factory; in that case workgroup_state is a no-op empty object.
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- this.#workgroup_state = typeof module.create_workgroup_state === 'function'
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- ? module.create_workgroup_state()
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- : {};
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- }
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-
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- /**
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- * @returns {string} the WGSL source.
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- */
75
- get source() {
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- return this.#source;
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- }
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-
79
- /**
80
- * @returns {string} the generated JavaScript source. Useful for debugging.
81
- */
82
- get jsSource() {
83
- return this.#js_source;
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- }
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-
86
- /**
87
- * @returns {object} the language core object passed to the generated JS as `wgsl`.
88
- */
89
- get languageCore() {
90
- return this.#language_core;
91
- }
92
-
93
- /**
94
- * @returns {string} the name of the entry function (whether @compute or @fragment).
95
- */
96
- get entryName() {
97
- return this.#module.entry_name;
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- }
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-
100
- /**
101
- * @returns {'compute' | 'fragment'} which shader stage the entry function targets.
102
- */
103
- get stage() {
104
- return this.#module.stage;
105
- }
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-
107
- /**
108
- * @returns {number[] | undefined} the workgroup size for @compute entries (undefined for @fragment).
109
- */
110
- get workgroup_size() {
111
- return this.#module.workgroup_size;
112
- }
113
-
114
- /**
115
- * @returns {string[]} the entry function's parameter names, in declaration order.
116
- */
117
- get entryParamNames() {
118
- return this.#module.param_names;
119
- }
120
-
121
- /**
122
- * @returns {object} the current workgroup state — workgroup-scope variables live here.
123
- */
124
- get workgroup() {
125
- return this.#workgroup_state;
126
- }
127
-
128
- /**
129
- * Reset the workgroup state. Call between simulated workgroups so that `var<workgroup>`
130
- * variables start fresh. No-op for fragment-stage entries.
131
- */
132
- resetWorkgroup() {
133
- if (typeof this.#module.create_workgroup_state === 'function') {
134
- this.#workgroup_state = this.#module.create_workgroup_state();
135
- }
136
- }
137
-
138
- /**
139
- * Dispatch a single thread (point-wise simulation). The arguments are the entry function's
140
- * parameters, in declaration order — for example a `@builtin(global_invocation_id)` param of
141
- * type `vec3<u32>` is supplied as a 3-element array.
142
- *
143
- * For @compute entries, returns whatever the entry function returns (typically nothing —
144
- * results land in bindings). For @fragment entries, returns the fragment's output value
145
- * (typically a vec4 for `@location(0)` or a struct of locations).
146
- *
147
- * @param {...*} mainArgs
148
- * @returns {*}
149
- */
150
- dispatch(...mainArgs) {
151
- if (this.#module.stage === 'fragment') {
152
- return this.#module.entry(this.bindings, ...mainArgs);
153
- }
154
- return this.#module.entry(this.bindings, this.#workgroup_state, ...mainArgs);
155
- }
156
-
157
- /**
158
- * Compile a WGSL source string into an executable emulator. Requires a `@compute` or
159
- * `@fragment` entry function; for chunks of pure helper code with no entry, use
160
- * {@link fromCodeChunk}.
161
- *
162
- * @param {string} source
163
- * @param {object} [options]
164
- * @param {WGSLParser} [options.parser] — share a parser across multiple compiles
165
- * @param {object} [options.languageCore] — defaults to {@link WGSLLanguageCore}
166
- * @returns {Promise<ComputeShaderEmulator>}
167
- */
168
- static async fromSource(source, options = {}) {
169
- const { module, jsSource } = await compileWgslSource(source, options);
170
- if (typeof module.entry !== 'function') {
171
- throw new Error('ComputeShaderEmulator.fromSource: WGSL has no @compute or @fragment entry function. Use ComputeShaderEmulator.fromCodeChunk for library-style code.');
172
- }
173
- return new ComputeShaderEmulator({
174
- module,
175
- source,
176
- jsSource,
177
- languageCore: options.languageCore || WGSLLanguageCore,
178
- });
179
- }
180
-
181
- /**
182
- * Build an emulator from an existing {@link ComputeShader} instance.
183
- *
184
- * @param {import("../../renderer/shader/ComputeShader.js").ComputeShader} shader
185
- * @param {object} [options]
186
- * @param {WGSLParser} [options.parser]
187
- * @param {object} [options.languageCore]
188
- * @returns {Promise<ComputeShaderEmulator>}
189
- */
190
- static async fromComputeShader(shader, options = {}) {
191
- assert.defined(shader, 'shader');
192
- const source = shader.descriptor.compile();
193
- return ComputeShaderEmulator.fromSource(source, options);
194
- }
195
-
196
- /**
197
- * Build an emulator from an existing {@link ImageShader} instance — a full-screen fragment
198
- * pass. The vertex stage is intentionally skipped (single-pixel emulation), so callers
199
- * provide the `@builtin(position)` value (and any other fragment inputs) directly to
200
- * {@link dispatch}.
201
- *
202
- * Derivative builtins (`dpdx`, `dpdy`, `fwidth` and their fine/coarse variants) throw at
203
- * runtime — their values can't be faked from a single pixel.
204
- *
205
- * @example
206
- * const emu = await ComputeShaderEmulator.fromImageShader(shader);
207
- * emu.bindings = { input: someCPUBitmapData };
208
- * const out = emu.dispatch(new Float32Array([100.5, 200.5, 0, 1])); // vec4 frag.position
209
- * // `out` is the fragment's @location(0) return value (typically a vec4).
210
- *
211
- * @param {import("../../renderer/shader/ImageShader.js").ImageShader} shader
212
- * @param {object} [options]
213
- * @param {WGSLParser} [options.parser]
214
- * @param {object} [options.languageCore]
215
- * @returns {Promise<ComputeShaderEmulator>}
216
- */
217
- static async fromImageShader(shader, options = {}) {
218
- assert.defined(shader, 'shader');
219
- const source = shader.descriptor.compile();
220
- return ComputeShaderEmulator.fromSource(source, options);
221
- }
222
-
223
- /**
224
- * Compile a {@link CodeChunk} (or a raw WGSL string) into a "library" object — every
225
- * top-level WGSL function becomes a method, every `var<private>` becomes a getter/setter
226
- * property, and every module-scope `const` becomes a read-only getter.
227
- *
228
- * No `@compute` entry is required. This is the one-line escape hatch for unit-testing pure
229
- * helper code (RNGs, hashes, packing, math) without wrapping each chunk in a shader skeleton.
230
- *
231
- * @example
232
- * const lib = await ComputeShaderEmulator.fromCodeChunk(chunk_random);
233
- * expect(lib.random()).toBeLessThan(1);
234
- *
235
- * @param {import("../../renderer/shader/compiler/CodeChunk.js").CodeChunk | string} chunk_or_source
236
- * @param {object} [options]
237
- * @param {WGSLParser} [options.parser]
238
- * @param {object} [options.languageCore]
239
- * @returns {Promise<object>} the library module
240
- */
241
- static async fromCodeChunk(chunk_or_source, options = {}) {
242
- assert.defined(chunk_or_source, 'chunk_or_source');
243
- const source = typeof chunk_or_source === 'string'
244
- ? chunk_or_source
245
- : chunk_or_source.compile().text;
246
- const { module } = await compileWgslSource(source, options);
247
- return module;
248
- }
249
- }
250
-
251
- /**
252
- * Internal helper: parse + compile + evaluate a WGSL source string, returning the factory's
253
- * resulting module along with the generated JS for diagnostics.
254
- *
255
- * @param {string} source
256
- * @param {object} options
257
- * @param {WGSLParser} [options.parser]
258
- * @param {object} [options.languageCore]
259
- * @returns {Promise<{ module: object, jsSource: string }>}
260
- */
261
- async function compileWgslSource(source, { parser, languageCore = WGSLLanguageCore } = {}) {
262
- assert.isString(source, 'source');
263
-
264
- let p = parser;
265
- if (p === undefined) {
266
- p = new WGSLParser();
267
- await p.init();
268
- }
269
-
270
- const tree = p.parse(source);
271
- if (tree.rootNode.hasError) {
272
- throw new Error(`WGSL parse error in source:\n${source}`);
273
- }
274
-
275
-
276
- const compiler = new WGSLJavaScriptCompiler();
277
- const jsSource = compiler.compile(tree);
278
-
279
- let factory;
280
- try {
281
- // eslint-disable-next-line no-new-func
282
- factory = (new Function(`return ${jsSource};`))();
283
- } catch (e) {
284
- const err = new Error(`failed to evaluate generated JavaScript: ${e.message}\n--- generated JS ---\n${jsSource}`);
285
- err.cause = e;
286
- throw err;
287
- }
288
- const module = factory(languageCore);
289
-
290
- return { module, jsSource };
291
- }
1
+ import { assert } from "../../../core/assert.js";
2
+ import { WGSLParser } from "../WGSLParser.js";
3
+ import { WGSLJavaScriptCompiler } from "./WGSLJavaScriptCompiler.js";
4
+ import { WGSLLanguageCore } from "./WGSLLanguageCore.js";
5
+
6
+ /**
7
+ * Emulates a {@link ComputeShader} on the CPU by translating its WGSL source to JavaScript
8
+ * and dispatching threads point-wise.
9
+ *
10
+ * Intended for testing — feed the same shader instance you'd run on a GPU, drive it from a
11
+ * unit test, and inspect the resulting bindings or texture state.
12
+ *
13
+ * Texture bindings expect a {@link CPUBitmapData} (1D / 2D / 3D inferred from
14
+ * the bitmap's `size`). Sampling routes through {@link cpu_texture_sample},
15
+ * which honours the bound sampler's address modes and filter.
16
+ *
17
+ * @example
18
+ * const shader = ComputeShader.from({...});
19
+ * const emu = await ComputeShaderEmulator.create(shader);
20
+ * emu.bindings = { data: someArray };
21
+ * emu.dispatch([0, 0, 0]); // global_invocation_id = (0,0,0)
22
+ * emu.dispatch([1, 0, 0]); // global_invocation_id = (1,0,0)
23
+ * // ... bindings now contain results
24
+ */
25
+ export class ComputeShaderEmulator {
26
+
27
+ /** @type {string} */
28
+ #source;
29
+
30
+ /** @type {string} */
31
+ #js_source;
32
+
33
+ /** @type {object} */
34
+ #module;
35
+
36
+ /** @type {object} */
37
+ #workgroup_state;
38
+
39
+ /** @type {object} */
40
+ #language_core;
41
+
42
+ /**
43
+ * Bindings currently in effect. Keys match the WGSL variable names declared with
44
+ * `@group(...) @binding(...) var ...: T`.
45
+ * @type {object}
46
+ */
47
+ bindings = {};
48
+
49
+ /**
50
+ * Construct directly when you already have the WGSL source string.
51
+ *
52
+ * For most use cases prefer {@link create} or {@link fromComputeShader}.
53
+ *
54
+ * @param {object} options
55
+ * @param {object} options.module — the compiled module returned by the JS factory
56
+ * @param {string} options.source — the original WGSL source
57
+ * @param {string} options.jsSource — the generated JS source (kept for debugging)
58
+ * @param {object} options.languageCore — the runtime `wgsl` object
59
+ */
60
+ constructor({ module, source, jsSource, languageCore }) {
61
+ this.#module = module;
62
+ this.#source = source;
63
+ this.#js_source = jsSource;
64
+ this.#language_core = languageCore;
65
+ // Fragment-stage entries have no var<workgroup>, so the module skips emitting the
66
+ // workgroup-state factory; in that case workgroup_state is a no-op empty object.
67
+ this.#workgroup_state = typeof module.create_workgroup_state === 'function'
68
+ ? module.create_workgroup_state()
69
+ : {};
70
+ }
71
+
72
+ /**
73
+ * @returns {string} the WGSL source.
74
+ */
75
+ get source() {
76
+ return this.#source;
77
+ }
78
+
79
+ /**
80
+ * @returns {string} the generated JavaScript source. Useful for debugging.
81
+ */
82
+ get jsSource() {
83
+ return this.#js_source;
84
+ }
85
+
86
+ /**
87
+ * @returns {object} the language core object passed to the generated JS as `wgsl`.
88
+ */
89
+ get languageCore() {
90
+ return this.#language_core;
91
+ }
92
+
93
+ /**
94
+ * @returns {string} the name of the entry function (whether @compute or @fragment).
95
+ */
96
+ get entryName() {
97
+ return this.#module.entry_name;
98
+ }
99
+
100
+ /**
101
+ * @returns {'compute' | 'fragment'} which shader stage the entry function targets.
102
+ */
103
+ get stage() {
104
+ return this.#module.stage;
105
+ }
106
+
107
+ /**
108
+ * @returns {number[] | undefined} the workgroup size for @compute entries (undefined for @fragment).
109
+ */
110
+ get workgroup_size() {
111
+ return this.#module.workgroup_size;
112
+ }
113
+
114
+ /**
115
+ * @returns {string[]} the entry function's parameter names, in declaration order.
116
+ */
117
+ get entryParamNames() {
118
+ return this.#module.param_names;
119
+ }
120
+
121
+ /**
122
+ * @returns {object} the current workgroup state — workgroup-scope variables live here.
123
+ */
124
+ get workgroup() {
125
+ return this.#workgroup_state;
126
+ }
127
+
128
+ /**
129
+ * Reset the workgroup state. Call between simulated workgroups so that `var<workgroup>`
130
+ * variables start fresh. No-op for fragment-stage entries.
131
+ */
132
+ resetWorkgroup() {
133
+ if (typeof this.#module.create_workgroup_state === 'function') {
134
+ this.#workgroup_state = this.#module.create_workgroup_state();
135
+ }
136
+ }
137
+
138
+ /**
139
+ * Dispatch a single thread (point-wise simulation). The arguments are the entry function's
140
+ * parameters, in declaration order — for example a `@builtin(global_invocation_id)` param of
141
+ * type `vec3<u32>` is supplied as a 3-element array.
142
+ *
143
+ * For @compute entries, returns whatever the entry function returns (typically nothing —
144
+ * results land in bindings). For @fragment entries, returns the fragment's output value
145
+ * (typically a vec4 for `@location(0)` or a struct of locations).
146
+ *
147
+ * @param {...*} mainArgs
148
+ * @returns {*}
149
+ */
150
+ dispatch(...mainArgs) {
151
+ if (this.#module.stage === 'fragment') {
152
+ return this.#module.entry(this.bindings, ...mainArgs);
153
+ }
154
+ return this.#module.entry(this.bindings, this.#workgroup_state, ...mainArgs);
155
+ }
156
+
157
+ /**
158
+ * Compile a WGSL source string into an executable emulator. Requires a `@compute` or
159
+ * `@fragment` entry function; for chunks of pure helper code with no entry, use
160
+ * {@link fromCodeChunk}.
161
+ *
162
+ * @param {string} source
163
+ * @param {object} [options]
164
+ * @param {WGSLParser} [options.parser] — share a parser across multiple compiles
165
+ * @param {object} [options.languageCore] — defaults to {@link WGSLLanguageCore}
166
+ * @returns {Promise<ComputeShaderEmulator>}
167
+ */
168
+ static async fromSource(source, options = {}) {
169
+ const { module, jsSource } = await compileWgslSource(source, options);
170
+ if (typeof module.entry !== 'function') {
171
+ throw new Error('ComputeShaderEmulator.fromSource: WGSL has no @compute or @fragment entry function. Use ComputeShaderEmulator.fromCodeChunk for library-style code.');
172
+ }
173
+ return new ComputeShaderEmulator({
174
+ module,
175
+ source,
176
+ jsSource,
177
+ languageCore: options.languageCore || WGSLLanguageCore,
178
+ });
179
+ }
180
+
181
+ /**
182
+ * Build an emulator from an existing {@link ComputeShader} instance.
183
+ *
184
+ * @param {import("../../renderer/shader/ComputeShader.js").ComputeShader} shader
185
+ * @param {object} [options]
186
+ * @param {WGSLParser} [options.parser]
187
+ * @param {object} [options.languageCore]
188
+ * @returns {Promise<ComputeShaderEmulator>}
189
+ */
190
+ static async fromComputeShader(shader, options = {}) {
191
+ assert.defined(shader, 'shader');
192
+ const source = shader.descriptor.source;
193
+ return ComputeShaderEmulator.fromSource(source, options);
194
+ }
195
+
196
+ /**
197
+ * Build an emulator from an existing {@link ImageShader} instance — a full-screen fragment
198
+ * pass. The vertex stage is intentionally skipped (single-pixel emulation), so callers
199
+ * provide the `@builtin(position)` value (and any other fragment inputs) directly to
200
+ * {@link dispatch}.
201
+ *
202
+ * Derivative builtins (`dpdx`, `dpdy`, `fwidth` and their fine/coarse variants) throw at
203
+ * runtime — their values can't be faked from a single pixel.
204
+ *
205
+ * @example
206
+ * const emu = await ComputeShaderEmulator.fromImageShader(shader);
207
+ * emu.bindings = { input: someCPUBitmapData };
208
+ * const out = emu.dispatch(new Float32Array([100.5, 200.5, 0, 1])); // vec4 frag.position
209
+ * // `out` is the fragment's @location(0) return value (typically a vec4).
210
+ *
211
+ * @param {import("../../renderer/shader/ImageShader.js").ImageShader} shader
212
+ * @param {object} [options]
213
+ * @param {WGSLParser} [options.parser]
214
+ * @param {object} [options.languageCore]
215
+ * @returns {Promise<ComputeShaderEmulator>}
216
+ */
217
+ static async fromImageShader(shader, options = {}) {
218
+ assert.defined(shader, 'shader');
219
+ const source = shader.descriptor.source;
220
+ return ComputeShaderEmulator.fromSource(source, options);
221
+ }
222
+
223
+ /**
224
+ * Compile a {@link CodeChunk} (or a raw WGSL string) into a "library" object — every
225
+ * top-level WGSL function becomes a method, every `var<private>` becomes a getter/setter
226
+ * property, and every module-scope `const` becomes a read-only getter.
227
+ *
228
+ * No `@compute` entry is required. This is the one-line escape hatch for unit-testing pure
229
+ * helper code (RNGs, hashes, packing, math) without wrapping each chunk in a shader skeleton.
230
+ *
231
+ * @example
232
+ * const lib = await ComputeShaderEmulator.fromCodeChunk(chunk_random);
233
+ * expect(lib.random()).toBeLessThan(1);
234
+ *
235
+ * @param {import("../../renderer/shader/compiler/CodeChunk.js").CodeChunk | string} chunk_or_source
236
+ * @param {object} [options]
237
+ * @param {WGSLParser} [options.parser]
238
+ * @param {object} [options.languageCore]
239
+ * @returns {Promise<object>} the library module
240
+ */
241
+ static async fromCodeChunk(chunk_or_source, options = {}) {
242
+ assert.defined(chunk_or_source, 'chunk_or_source');
243
+ const source = typeof chunk_or_source === 'string'
244
+ ? chunk_or_source
245
+ : chunk_or_source.compile().text;
246
+ const { module } = await compileWgslSource(source, options);
247
+ return module;
248
+ }
249
+ }
250
+
251
+ /**
252
+ * Internal helper: parse + compile + evaluate a WGSL source string, returning the factory's
253
+ * resulting module along with the generated JS for diagnostics.
254
+ *
255
+ * @param {string} source
256
+ * @param {object} options
257
+ * @param {WGSLParser} [options.parser]
258
+ * @param {object} [options.languageCore]
259
+ * @returns {Promise<{ module: object, jsSource: string }>}
260
+ */
261
+ async function compileWgslSource(source, { parser, languageCore = WGSLLanguageCore } = {}) {
262
+ assert.isString(source, 'source');
263
+
264
+ let p = parser;
265
+ if (p === undefined) {
266
+ p = new WGSLParser();
267
+ await p.init();
268
+ }
269
+
270
+ const tree = p.parse(source);
271
+ if (tree.rootNode.hasError) {
272
+ throw new Error(`WGSL parse error in source:\n${source}`);
273
+ }
274
+
275
+
276
+ const compiler = new WGSLJavaScriptCompiler();
277
+ const jsSource = compiler.compile(tree);
278
+
279
+ let factory;
280
+ try {
281
+ // eslint-disable-next-line no-new-func
282
+ factory = (new Function(`return ${jsSource};`))();
283
+ } catch (e) {
284
+ const err = new Error(`failed to evaluate generated JavaScript: ${e.message}\n--- generated JS ---\n${jsSource}`);
285
+ err.cause = e;
286
+ throw err;
287
+ }
288
+ const module = factory(languageCore);
289
+
290
+ return { module, jsSource };
291
+ }
@@ -5,9 +5,9 @@ declare class MinimapView extends View {
5
5
  * @constructor
6
6
  * @param {EntityComponentDataset} entityDataset
7
7
  * @param {AssetManager} assetManager
8
- * @param {GraphicsEngine|GraphicsEngine3} graphics what the camera frames trace their ray with
8
+ * @param {GraphicsEngine|GraphicsEngine} graphics what the camera frames trace their ray with
9
9
  */
10
- constructor(entityDataset: EntityComponentDataset, assetManager: AssetManager, graphics: GraphicsEngine | GraphicsEngine3);
10
+ constructor(entityDataset: EntityComponentDataset, assetManager: AssetManager, graphics: GraphicsEngine | GraphicsEngine);
11
11
  el: Element;
12
12
  /**
13
13
  *
@@ -1 +1 @@
1
- {"version":3,"file":"Minimap.d.ts","sourceRoot":"","sources":["../../../../src/view/minimap/Minimap.js"],"names":[],"mappings":";AAgBA;IAGI;;;;;;OAMG;IACH,yFAFW,gCAA8B,EA8IxC;IArJD,YAAkD;IAY9C;;;OAGG;IACH,sCAAkC;IAWpB,OAFJ,SAAS,CAEiC;IAepD,uBAAyB;IAML,eAFV,iBAAiB,EAAE,CAEc;IA+B3C,+BAAyF;IA+BzE,uBAA2C;IAyC/D;;;;;;;OAOG;IACH,cAUC;CAmCJ;iBAlNgB,YAAY;sBAXP,iCAAiC;sBAUjC,0BAA0B;kCAEd,4BAA4B;+BAV/B,oCAAoC;8BAMrC,6CAA6C"}
1
+ {"version":3,"file":"Minimap.d.ts","sourceRoot":"","sources":["../../../../src/view/minimap/Minimap.js"],"names":[],"mappings":";AAgBA;IAGI;;;;;;OAMG;IACH,yFAFW,+BAA6B,EA8IvC;IArJD,YAAkD;IAY9C;;;OAGG;IACH,sCAAkC;IAWpB,OAFJ,SAAS,CAEiC;IAepD,uBAAyB;IAML,eAFV,iBAAiB,EAAE,CAEc;IA+B3C,+BAAyF;IA+BzE,uBAA2C;IAyC/D;;;;;;;OAOG;IACH,cAUC;CAmCJ;iBAlNgB,YAAY;sBAXP,iCAAiC;sBAUjC,0BAA0B;kCAEd,4BAA4B;+BAV/B,oCAAoC;8BAMrC,6CAA6C"}