@woosh/meep-engine 3.11.3 → 3.12.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (401) hide show
  1. package/README.md +14 -18
  2. package/editor/SelectionVisualizer.js +127 -127
  3. package/editor/entity_world_bounds.js +27 -27
  4. package/editor/particles/rebuildParticleEmitter.js +31 -31
  5. package/editor/process/SymbolicDisplayProcess.js +1 -1
  6. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  7. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  8. package/editor/prototypeEditorShell.js +156 -156
  9. package/editor/selection/editor_pick.js +130 -130
  10. package/editor/selection/screen_rect_frustum.js +119 -119
  11. package/editor/tools/v2/TransformControls.js +971 -971
  12. package/package.json +1 -1
  13. package/src/engine/Engine.d.ts +3 -3
  14. package/src/engine/Engine.d.ts.map +1 -1
  15. package/src/engine/Engine.js +726 -726
  16. package/src/engine/EngineHarness.d.ts +1 -1
  17. package/src/engine/EngineHarness.js +590 -590
  18. package/src/engine/ecs/HIERARCHY_REVIEW.md +717 -717
  19. package/src/engine/ecs/terrain/ecs/BuildLightTexture.d.ts +1 -1
  20. package/src/engine/ecs/terrain/ecs/BuildLightTexture.js +27 -27
  21. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -5
  22. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  23. package/src/engine/ecs/terrain/ecs/Terrain.js +790 -790
  24. package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -129
  25. package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +1 -1
  26. package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -28
  27. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +1 -1
  28. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +428 -428
  29. package/src/engine/graphics/ecs/water/Water.d.ts +1 -1
  30. package/src/engine/graphics/ecs/water/Water.js +104 -104
  31. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +1 -1
  32. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1 -1
  33. package/src/engine/graphics3/AnimationGraphSystem.d.ts +65 -0
  34. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -0
  35. package/src/engine/graphics3/AnimationGraphSystem.js +329 -0
  36. package/src/engine/graphics3/AnimationGraphSystem3.d.ts +6 -61
  37. package/src/engine/graphics3/AnimationGraphSystem3.d.ts.map +1 -1
  38. package/src/engine/graphics3/AnimationGraphSystem3.js +6 -325
  39. package/src/engine/graphics3/AnimationSystem.d.ts +76 -0
  40. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -0
  41. package/src/engine/graphics3/AnimationSystem.js +352 -0
  42. package/src/engine/graphics3/AnimationSystem3.d.ts +6 -72
  43. package/src/engine/graphics3/AnimationSystem3.d.ts.map +1 -1
  44. package/src/engine/graphics3/AnimationSystem3.js +6 -348
  45. package/src/engine/graphics3/CameraSystem.d.ts +49 -0
  46. package/src/engine/graphics3/CameraSystem.d.ts.map +1 -0
  47. package/src/engine/graphics3/CameraSystem.js +170 -0
  48. package/src/engine/graphics3/CameraSystem3.d.ts +6 -45
  49. package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
  50. package/src/engine/graphics3/CameraSystem3.js +6 -166
  51. package/src/engine/graphics3/DebugDrawSystem.d.ts +72 -0
  52. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -0
  53. package/src/engine/graphics3/DebugDrawSystem.js +205 -0
  54. package/src/engine/graphics3/DebugDrawSystem3.d.ts +6 -68
  55. package/src/engine/graphics3/DebugDrawSystem3.d.ts.map +1 -1
  56. package/src/engine/graphics3/DebugDrawSystem3.js +6 -201
  57. package/src/engine/graphics3/DecalSystem.d.ts +81 -0
  58. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -0
  59. package/src/engine/graphics3/DecalSystem.js +441 -0
  60. package/src/engine/graphics3/DecalSystem3.d.ts +6 -77
  61. package/src/engine/graphics3/DecalSystem3.d.ts.map +1 -1
  62. package/src/engine/graphics3/DecalSystem3.js +6 -437
  63. package/src/engine/graphics3/FogOfWarSystem.d.ts +74 -0
  64. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -0
  65. package/src/engine/graphics3/FogOfWarSystem.js +265 -0
  66. package/src/engine/graphics3/FogOfWarSystem3.d.ts +6 -70
  67. package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +1 -1
  68. package/src/engine/graphics3/FogOfWarSystem3.js +6 -261
  69. package/src/engine/graphics3/GraphicsEngine.d.ts +340 -0
  70. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -0
  71. package/src/engine/graphics3/GraphicsEngine.js +790 -0
  72. package/src/engine/graphics3/GraphicsEngine3.d.ts +6 -336
  73. package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
  74. package/src/engine/graphics3/GraphicsEngine3.js +6 -786
  75. package/src/engine/graphics3/HighlightSystem.d.ts +82 -0
  76. package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -0
  77. package/src/engine/graphics3/HighlightSystem.js +241 -0
  78. package/src/engine/graphics3/HighlightSystem3.d.ts +6 -78
  79. package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
  80. package/src/engine/graphics3/HighlightSystem3.js +6 -237
  81. package/src/engine/graphics3/LightSystem.d.ts +40 -0
  82. package/src/engine/graphics3/LightSystem.d.ts.map +1 -0
  83. package/src/engine/graphics3/LightSystem.js +211 -0
  84. package/src/engine/graphics3/LightSystem3.d.ts +6 -36
  85. package/src/engine/graphics3/LightSystem3.d.ts.map +1 -1
  86. package/src/engine/graphics3/LightSystem3.js +6 -207
  87. package/src/engine/graphics3/MeshSystem.d.ts +106 -0
  88. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -0
  89. package/src/engine/graphics3/MeshSystem.js +647 -0
  90. package/src/engine/graphics3/MeshSystem3.d.ts +6 -102
  91. package/src/engine/graphics3/MeshSystem3.d.ts.map +1 -1
  92. package/src/engine/graphics3/MeshSystem3.js +6 -642
  93. package/src/engine/graphics3/ParticipatingMedia.d.ts +2 -2
  94. package/src/engine/graphics3/ParticipatingMedia.js +203 -203
  95. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +87 -0
  96. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -0
  97. package/src/engine/graphics3/ParticipatingMediaSystem.js +184 -0
  98. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +6 -83
  99. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -1
  100. package/src/engine/graphics3/ParticipatingMediaSystem3.js +6 -180
  101. package/src/engine/graphics3/ParticleEmitterSystem.d.ts +76 -0
  102. package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -0
  103. package/src/engine/graphics3/ParticleEmitterSystem.js +289 -0
  104. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +6 -72
  105. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
  106. package/src/engine/graphics3/ParticleEmitterSystem3.js +6 -285
  107. package/src/engine/graphics3/PathDisplaySystem.d.ts +70 -0
  108. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -0
  109. package/src/engine/graphics3/PathDisplaySystem.js +309 -0
  110. package/src/engine/graphics3/PathDisplaySystem3.d.ts +6 -66
  111. package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +1 -1
  112. package/src/engine/graphics3/PathDisplaySystem3.js +6 -305
  113. package/src/engine/graphics3/Pickable.d.ts +1 -1
  114. package/src/engine/graphics3/Pickable.js +65 -65
  115. package/src/engine/graphics3/PickingQuery.d.ts +1 -1
  116. package/src/engine/graphics3/PickingQuery.js +48 -48
  117. package/src/engine/graphics3/PickingSystem.d.ts +67 -0
  118. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -0
  119. package/src/engine/graphics3/PickingSystem.js +273 -0
  120. package/src/engine/graphics3/PickingSystem3.d.ts +6 -63
  121. package/src/engine/graphics3/PickingSystem3.d.ts.map +1 -1
  122. package/src/engine/graphics3/PickingSystem3.js +6 -269
  123. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +47 -0
  124. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -0
  125. package/src/engine/graphics3/ShadedGeometrySystem.js +169 -0
  126. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +6 -43
  127. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +1 -1
  128. package/src/engine/graphics3/ShadedGeometrySystem3.js +6 -165
  129. package/src/engine/graphics3/TerrainSystem.d.ts +80 -0
  130. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -0
  131. package/src/engine/graphics3/TerrainSystem.js +566 -0
  132. package/src/engine/graphics3/TerrainSystem3.d.ts +6 -76
  133. package/src/engine/graphics3/TerrainSystem3.d.ts.map +1 -1
  134. package/src/engine/graphics3/TerrainSystem3.js +6 -562
  135. package/src/engine/graphics3/TooltipComponentSystem.d.ts +65 -0
  136. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -0
  137. package/src/engine/graphics3/TooltipComponentSystem.js +328 -0
  138. package/src/engine/graphics3/TooltipComponentSystem3.d.ts +6 -61
  139. package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +1 -1
  140. package/src/engine/graphics3/TooltipComponentSystem3.js +6 -324
  141. package/src/engine/graphics3/Trail3DSystem.d.ts +73 -0
  142. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -0
  143. package/src/engine/graphics3/Trail3DSystem.js +221 -0
  144. package/src/engine/graphics3/Trail3DSystem3.d.ts +6 -69
  145. package/src/engine/graphics3/Trail3DSystem3.d.ts.map +1 -1
  146. package/src/engine/graphics3/Trail3DSystem3.js +6 -217
  147. package/src/engine/graphics3/VolumetricLightMap.d.ts +2 -2
  148. package/src/engine/graphics3/VolumetricLightMap.js +2 -2
  149. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts +98 -0
  150. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts.map +1 -0
  151. package/src/engine/graphics3/VolumetricLightMapSystem.js +261 -0
  152. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +6 -94
  153. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -1
  154. package/src/engine/graphics3/VolumetricLightMapSystem3.js +10 -261
  155. package/src/engine/graphics3/WaterSystem.d.ts +59 -0
  156. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -0
  157. package/src/engine/graphics3/WaterSystem.js +293 -0
  158. package/src/engine/graphics3/WaterSystem3.d.ts +6 -55
  159. package/src/engine/graphics3/WaterSystem3.d.ts.map +1 -1
  160. package/src/engine/graphics3/WaterSystem3.js +6 -289
  161. package/src/engine/graphics3/animation/AnimationGraphController.d.ts +1 -1
  162. package/src/engine/graphics3/animation/AnimationGraphController.js +518 -518
  163. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +1 -1
  164. package/src/engine/graphics3/animation/ClipListPlayer.js +263 -263
  165. package/src/engine/graphics3/animation/ClipPlayback.d.ts +2 -2
  166. package/src/engine/graphics3/animation/ClipPlayback.js +84 -84
  167. package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
  168. package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
  169. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
  170. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
  171. package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
  172. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
  173. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
  174. package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
  175. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
  176. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  177. package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
  178. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
  179. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
  180. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
  181. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
  182. package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
  183. package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
  184. package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
  185. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
  186. package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
  187. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  188. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +0 -1
  189. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
  190. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +0 -1
  191. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  192. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +133 -134
  193. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
  194. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
  195. package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
  196. package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
  197. package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
  198. package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
  199. package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
  200. package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
  201. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
  202. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
  203. package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
  204. package/src/shade/renderer/animation/shader_animation_tick.js +125 -126
  205. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
  206. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +98 -99
  207. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
  208. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +212 -213
  209. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
  210. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +120 -121
  211. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
  212. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +75 -76
  213. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  214. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +371 -372
  215. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
  216. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
  217. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
  218. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +0 -1
  219. package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +136 -136
  220. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
  221. package/src/shade/renderer/buffer/table/GPUDatabase.js +2 -3
  222. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +319 -319
  223. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
  224. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +41 -42
  225. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.d.ts.map +1 -1
  226. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.js +83 -84
  227. package/src/shade/renderer/dynamic/shader_dynamic_mesh.d.ts.map +1 -1
  228. package/src/shade/renderer/dynamic/shader_dynamic_mesh.js +177 -170
  229. package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +918 -918
  230. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +4 -4
  231. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -1
  232. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +121 -122
  233. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.js +774 -774
  234. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts +1 -1
  235. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts.map +1 -1
  236. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.js +69 -70
  237. package/src/shade/renderer/global_illumination/lpv/placement/graph_generate_probe_locations.js +367 -367
  238. package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lvp_atlas_to_sh.js +184 -184
  239. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -1115
  240. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -217
  241. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -1
  242. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +142 -143
  243. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -1
  244. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +0 -1
  245. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts.map +1 -1
  246. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +140 -141
  247. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.d.ts.map +1 -1
  248. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.js +0 -1
  249. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.d.ts.map +1 -1
  250. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.js +0 -1
  251. package/src/shade/renderer/light/cluster/cull/graph_cull_lights.d.ts.map +1 -1
  252. package/src/shade/renderer/light/cluster/cull/graph_cull_lights.js +191 -198
  253. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.d.ts +0 -6
  254. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.d.ts.map +1 -1
  255. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.js +120 -120
  256. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.d.ts +0 -4
  257. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.d.ts.map +1 -1
  258. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.js +112 -112
  259. package/src/shade/renderer/light/cluster/graph_assign_clsuters.d.ts.map +1 -1
  260. package/src/shade/renderer/light/cluster/graph_assign_clsuters.js +4 -7
  261. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.d.ts +0 -6
  262. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.d.ts.map +1 -1
  263. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.js +1 -1
  264. package/src/shade/renderer/lightmap/bake/raster/shader_lightmap_to_viz_buffer.js +222 -222
  265. package/src/shade/renderer/lightmap/bake/tile/shader_lightmap_tile_composit.js +81 -81
  266. package/src/shade/renderer/material/GPUMaterialContext.js +380 -380
  267. package/src/shade/renderer/material/standard/fragment_gbuffer_vt.js +169 -169
  268. package/src/shade/renderer/object_property/shader_object_property_process.d.ts.map +1 -1
  269. package/src/shade/renderer/object_property/shader_object_property_process.js +83 -84
  270. package/src/shade/renderer/object_property/shader_refresh_all_mesh_bounds.d.ts.map +1 -1
  271. package/src/shade/renderer/object_property/shader_refresh_all_mesh_bounds.js +57 -58
  272. package/src/shade/renderer/particles/prototypeParticleSystem.js +2 -3
  273. package/src/shade/renderer/particles/shaders/shader_particle_emit.d.ts.map +1 -1
  274. package/src/shade/renderer/particles/shaders/shader_particle_emit.js +117 -118
  275. package/src/shade/renderer/particles/shaders/shader_particle_finalize.d.ts.map +1 -1
  276. package/src/shade/renderer/particles/shaders/shader_particle_finalize.js +77 -79
  277. package/src/shade/renderer/particles/shaders/shader_particle_render.d.ts.map +1 -1
  278. package/src/shade/renderer/particles/shaders/shader_particle_render.js +190 -183
  279. package/src/shade/renderer/particles/shaders/shader_particle_simulate.d.ts.map +1 -1
  280. package/src/shade/renderer/particles/shaders/shader_particle_simulate.js +99 -100
  281. package/src/shade/renderer/particles/sort/shader_particle_sort.d.ts.map +1 -1
  282. package/src/shade/renderer/particles/sort/shader_particle_sort.js +158 -161
  283. package/src/shade/renderer/path_tracer/graph_path_trace_scene.js +184 -184
  284. package/src/shade/renderer/postprocess/denoise/graph_atorus_denoise_luma.js +119 -119
  285. package/src/shade/renderer/postprocess/dof/raymarch/graph_postprocess_dof.js +3 -4
  286. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch_compute.d.ts.map +1 -1
  287. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch_compute.js +266 -267
  288. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_slice_compute.d.ts.map +1 -1
  289. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_slice_compute.js +270 -271
  290. package/src/shade/renderer/postprocess/nss/shader_nss_concat.d.ts.map +1 -1
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  292. package/src/shade/renderer/postprocess/nss/shader_nss_conv_layer.d.ts.map +1 -1
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  294. package/src/shade/renderer/postprocess/nss/shader_nss_extract_feedback.d.ts.map +1 -1
  295. package/src/shade/renderer/postprocess/nss/shader_nss_extract_feedback.js +49 -50
  296. package/src/shade/renderer/postprocess/nss/shader_nss_postprocess.d.ts.map +1 -1
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  298. package/src/shade/renderer/postprocess/nss/shader_nss_preprocess.d.ts.map +1 -1
  299. package/src/shade/renderer/postprocess/nss/shader_nss_preprocess.js +230 -231
  300. package/src/shade/renderer/postprocess/ssr/reproject/shader_ffx_denoiser_reflections_reproject.d.ts +16 -2
  301. package/src/shade/renderer/postprocess/ssr/reproject/shader_ffx_denoiser_reflections_reproject.d.ts.map +1 -1
  302. package/src/shade/renderer/postprocess/ssr/reproject/shader_ffx_denoiser_reflections_reproject.js +12 -12
  303. package/src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.js +2 -2
  304. package/src/shade/renderer/rasterize/bucket/shader_count_meshlets_by_material.d.ts.map +1 -1
  305. package/src/shade/renderer/rasterize/bucket/shader_count_meshlets_by_material.js +68 -69
  306. package/src/shade/renderer/rasterize/bucket/shader_make_meshlet_indirect_draw_commands_by_material.d.ts.map +1 -1
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  308. package/src/shade/renderer/rasterize/bucket/shader_read_out_bucket.d.ts.map +1 -1
  309. package/src/shade/renderer/rasterize/bucket/shader_read_out_bucket.js +0 -1
  310. package/src/shade/renderer/rasterize/bucket/shader_sort_meshlets_by_material.d.ts.map +1 -1
  311. package/src/shade/renderer/rasterize/bucket/shader_sort_meshlets_by_material.js +64 -65
  312. package/src/shade/renderer/rasterize/compute/graph_mesh_frustum_cull.d.ts.map +1 -1
  313. package/src/shade/renderer/rasterize/compute/graph_mesh_frustum_cull.js +168 -169
  314. package/src/shade/renderer/rasterize/compute/graph_mesh_sphere_cull.d.ts.map +1 -1
  315. package/src/shade/renderer/rasterize/compute/graph_mesh_sphere_cull.js +160 -161
  316. package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_mesh_filter_2way.d.ts.map +1 -1
  317. package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_mesh_filter_2way.js +109 -110
  318. package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_meshlet_filter_1way_full.d.ts.map +1 -1
  319. package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_meshlet_filter_1way_full.js +115 -116
  320. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_classify_bucket.d.ts.map +1 -1
  321. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_classify_bucket.js +139 -140
  322. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_count_by_rasterization_bucket.d.ts.map +1 -1
  323. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_count_by_rasterization_bucket.js +91 -92
  324. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_rasterization_bucket_sort.d.ts.map +1 -1
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  326. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_count_by_rasterization_bucket.d.ts.map +1 -1
  327. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_count_by_rasterization_bucket.js +90 -91
  328. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.d.ts.map +1 -1
  329. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.js +65 -66
  330. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_rasterization_bucket_sort.d.ts.map +1 -1
  331. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_rasterization_bucket_sort.js +89 -90
  332. package/src/shade/renderer/rasterize/expand/graph_mesh_filter_one_way.d.ts.map +1 -1
  333. package/src/shade/renderer/rasterize/expand/graph_mesh_filter_one_way.js +169 -170
  334. package/src/shade/renderer/rasterize/expand/mesh/shader_mesh_expand_to_meshlets_prefix.d.ts.map +1 -1
  335. package/src/shade/renderer/rasterize/expand/mesh/shader_mesh_expand_to_meshlets_prefix.js +89 -90
  336. package/src/shade/renderer/rasterize/expand/mesh/shader_meshes_to_meshlet_counts.d.ts.map +1 -1
  337. package/src/shade/renderer/rasterize/expand/mesh/shader_meshes_to_meshlet_counts.js +61 -62
  338. package/src/shade/renderer/rasterize/expand/pass1/filter_meshlets.2-way.compute.d.ts.map +1 -1
  339. package/src/shade/renderer/rasterize/expand/pass1/filter_meshlets.2-way.compute.js +153 -154
  340. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_alpha_tested_pass_descriptor.js +144 -144
  341. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_pass_descriptor.js +88 -88
  342. package/src/shade/renderer/rasterize/native/oit/shader_oit_generate_moments.js +217 -217
  343. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments.js +179 -179
  344. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +178 -178
  345. package/src/shade/renderer/rasterize/native/viz/viz_rasterization_alpha_tested_pass_descriptor.js +194 -194
  346. package/src/shade/renderer/rasterize/native/viz/viz_rasterization_opaque_pass_descriptor.js +76 -76
  347. package/src/shade/renderer/restir/di/shader_restir_di_denoise.d.ts.map +1 -1
  348. package/src/shade/renderer/restir/di/shader_restir_di_denoise.js +136 -137
  349. package/src/shade/renderer/restir/di/shader_restir_di_resample.d.ts.map +1 -1
  350. package/src/shade/renderer/restir/di/shader_restir_di_resample.js +129 -130
  351. package/src/shade/renderer/restir/di/shader_restir_di_resolve.d.ts.map +1 -1
  352. package/src/shade/renderer/restir/di/shader_restir_di_resolve.js +99 -100
  353. package/src/shade/renderer/restir/di/shader_restir_di_spatial.d.ts.map +1 -1
  354. package/src/shade/renderer/restir/di/shader_restir_di_spatial.js +116 -117
  355. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.js +383 -383
  356. package/src/shade/renderer/scene/hierarchy/graph_scene_update_transform_hierarchy_naive.js +123 -123
  357. package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.d.ts.map +1 -1
  358. package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.js +64 -65
  359. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.d.ts.map +1 -1
  360. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.js +372 -373
  361. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.d.ts.map +1 -1
  362. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.js +111 -112
  363. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.d.ts.map +1 -1
  364. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.js +0 -1
  365. package/src/shade/renderer/shader/ComputeShader.d.ts +24 -3
  366. package/src/shade/renderer/shader/ComputeShader.d.ts.map +1 -1
  367. package/src/shade/renderer/shader/ComputeShader.js +350 -296
  368. package/src/shade/renderer/shader/ImageShader.js +217 -217
  369. package/src/shade/renderer/shader/ShaderDescriptor.d.ts +5 -0
  370. package/src/shade/renderer/shader/ShaderDescriptor.d.ts.map +1 -1
  371. package/src/shade/renderer/shader/ShaderDescriptor.js +20 -0
  372. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts +47 -0
  373. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts.map +1 -0
  374. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.js +448 -0
  375. package/src/shade/renderer/shadow/map/csm/graph_csm_setup_cascades.js +3 -3
  376. package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +3 -3
  377. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +2 -2
  378. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +4 -4
  379. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
  380. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +231 -232
  381. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +1 -1
  382. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  383. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +12 -15
  384. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts +3 -2
  385. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
  386. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +3 -2
  387. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts +0 -2
  388. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
  389. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +17 -6
  390. package/src/shade/renderer/water/shader_water.js +246 -246
  391. package/src/shade/vitest.setup.mjs +1 -1
  392. package/src/shade/wgsl/emulator/ComputeShaderEmulator.js +291 -291
  393. package/src/view/minimap/Minimap.d.ts +2 -2
  394. package/src/view/minimap/Minimap.d.ts.map +1 -1
  395. package/src/view/minimap/Minimap.js +225 -225
  396. package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
  397. package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
  398. package/src/view/minimap/dom/MinimapCameraView.js +206 -206
  399. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts +0 -3
  400. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts.map +0 -1
  401. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
@@ -1,126 +1,125 @@
1
- import { f32, u32 } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../shader/type/WebGPUArray.js";
3
- import { CodeChunk } from "../shader/compiler/CodeChunk.js";
4
- import { ComputeShader } from "../shader/ComputeShader.js";
5
- import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
6
- import { ANIMATION_DATABASE_SPEC } from "./ANIMATION_DATABASE_SPEC.js";
7
- import { AnimationClipFlags } from "./AnimationClipFlags.js";
8
-
9
- const CLIP_TABLE = ANIMATION_DATABASE_SPEC.get('animation_clips');
10
-
11
- /**
12
- * Workgroup size for the tick pass. Exported so dispatchers can pair it
13
- * with `animation_clips.dispatch_group_count(WORKGROUP_SIZE)` — the
14
- * page iterator's slot-to-workgroup mapping is computed against this
15
- * value, so the two must agree.
16
- */
17
- export const WORKGROUP_SIZE = 64;
18
-
19
- // rw variant — our `animation_database` binding is read_write so the
20
- // tick can advance `clip.time` in place. The iterator's `_setup` and
21
- // `_read` need matching access mode on their database parameter.
22
- const PG_PREFIX = CLIP_TABLE.page_iterator_symbol_prefix(WORKGROUP_SIZE, true);
23
-
24
- // `dt` is a single f32 uniform — seconds elapsed since the last tick.
25
- // `animation_database` is read_write because the tick advances the
26
- // `time` field of each playing clip in place.
27
- const resources = new ShaderResourceSetDescriptor();
28
- resources.createGroup()
29
- .addUniform('dt', f32)
30
- .addStorageBuffer('animation_database', WebGPUArray.from(u32), true);
31
-
32
- const body = CodeChunk.from(
33
- //language=WGSL
34
- `
35
- const FLAG_PLAYING: u32 = ${AnimationClipFlags.Playing}u;
36
- const FLAG_LOOP: u32 = ${AnimationClipFlags.Loop}u;
37
-
38
- @compute @workgroup_size(${WORKGROUP_SIZE},1,1)
39
- fn main(
40
- @builtin(workgroup_id) wg_id: vec3<u32>,
41
- @builtin(local_invocation_index) local_id: u32,
42
- ) {
43
- if !${PG_PREFIX}_setup(&animation_database, wg_id.x, local_id) {
44
- return;
45
- }
46
-
47
- let slot_in_page = ${PG_PREFIX}_slot_in_page(local_id);
48
-
49
- if slot_in_page >= ${PG_PREFIX}_ELEMENTS_PER_PAGE {
50
- return;
51
- }
52
- if !${PG_PREFIX}_is_occupied(slot_in_page) {
53
- return;
54
- }
55
-
56
- let clip = ${PG_PREFIX}_read(&animation_database, slot_in_page);
57
-
58
- // The Playing bit gates time advance entirely. A stopped clip
59
- // doesn't even need a write — the upload-buffer dedupe would
60
- // collapse it, but skipping saves the store entirely.
61
- if (clip.flags & FLAG_PLAYING) == 0u {
62
- return;
63
- }
64
-
65
- let clip_id = ${PG_PREFIX}_slot_to_index(slot_in_page);
66
-
67
- let advance = dt * clip.playback_rate;
68
- var new_time = clip.time + advance;
69
-
70
- // "clip.time" is the playback offset relative to "clip.time_start",
71
- // not an absolute curve-clock value — the apply shader does
72
- // "effective_time = clip.time + clip.time_start" when sampling
73
- // curves. So we wrap / clamp in "[0, duration]", not in
74
- // "[time_start, time_end]".
75
- let span = clip.time_end - clip.time_start;
76
-
77
- if span <= 0.0 {
78
- // Zero-length clip — pin to 0 and skip the wrap/clamp math.
79
- // Avoids division by zero in the loop branch and gives a
80
- // deterministic value the apply shader can read.
81
- new_time = 0.0;
82
- } else if (clip.flags & FLAG_LOOP) != 0u {
83
- // Wrap into [0, duration). Uses fmod-style positive modulo
84
- // so negative playback_rates wrap cleanly too.
85
- new_time = new_time - floor(new_time / span) * span;
86
- } else {
87
- // Non-looping: clamp to the playback range. Once clamped, the
88
- // clip "completes" — time stops advancing on its own (advance
89
- // adds zero in subsequent frames because new_time == clip.time
90
- // would already equal duration). The Playing bit is left set
91
- // so the host can decide whether to stop, rewind, or flip the
92
- // Loop bit on.
93
- new_time = clamp(new_time, 0.0, span);
94
- }
95
-
96
- ${CLIP_TABLE.marshalling_method_write_field('time')}(&animation_database, clip_id, new_time);
97
- }
98
- `, [
99
- CLIP_TABLE.chunk_iterate(WORKGROUP_SIZE, true),
100
- CLIP_TABLE.wgsl_gen_write_field_code('time'),
101
- ]
102
- );
103
-
104
- /**
105
- * GPU-side animation playback driver: one thread per clip slot via the
106
- * page iterator. For each clip with the {@link AnimationClipFlags.Playing}
107
- * bit set, advances `time` by `dt * playback_rate`, then either wraps
108
- * modulo `[time_start, time_end]` (if {@link AnimationClipFlags.Loop} is
109
- * set) or clamps to that range (if not).
110
- *
111
- * Run before `shader_animation_apply` each frame — the apply pass reads
112
- * `clip.time` to evaluate tracks, so the tick must land first. The
113
- * `dt` uniform is the wall-clock seconds elapsed since the previous
114
- * tick; the host owns its measurement.
115
- *
116
- * Dispatch via
117
- * `shader_animation_tick.dispatch({ group_count_x: animation_clips.dispatch_group_count(WORKGROUP_SIZE), ... })`.
118
- * Skip the dispatch when `group_count_x === 0` — no clips registered
119
- * means no work to do.
120
- */
121
- export const shader_animation_tick = ComputeShader.from({
122
- label: "Animation/Tick",
123
- body,
124
- resources,
125
- group_size: [WORKGROUP_SIZE, 1, 1],
126
- });
1
+ import { f32, u32 } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../shader/type/WebGPUArray.js";
3
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
4
+ import { ComputeShader } from "../shader/ComputeShader.js";
5
+ import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
6
+ import { ANIMATION_DATABASE_SPEC } from "./ANIMATION_DATABASE_SPEC.js";
7
+ import { AnimationClipFlags } from "./AnimationClipFlags.js";
8
+
9
+ const CLIP_TABLE = ANIMATION_DATABASE_SPEC.get('animation_clips');
10
+
11
+ /**
12
+ * Workgroup size for the tick pass. Exported so dispatchers can pair it
13
+ * with `animation_clips.dispatch_group_count(WORKGROUP_SIZE)` — the
14
+ * page iterator's slot-to-workgroup mapping is computed against this
15
+ * value, so the two must agree.
16
+ */
17
+ export const WORKGROUP_SIZE = 64;
18
+
19
+ // rw variant — our `animation_database` binding is read_write so the
20
+ // tick can advance `clip.time` in place. The iterator's `_setup` and
21
+ // `_read` need matching access mode on their database parameter.
22
+ const PG_PREFIX = CLIP_TABLE.page_iterator_symbol_prefix(WORKGROUP_SIZE, true);
23
+
24
+ // `dt` is a single f32 uniform — seconds elapsed since the last tick.
25
+ // `animation_database` is read_write because the tick advances the
26
+ // `time` field of each playing clip in place.
27
+ const resources = new ShaderResourceSetDescriptor();
28
+ resources.createGroup()
29
+ .addUniform('dt', f32)
30
+ .addStorageBuffer('animation_database', WebGPUArray.from(u32), true);
31
+
32
+ const body = CodeChunk.from(
33
+ //language=WGSL
34
+ `
35
+ const FLAG_PLAYING: u32 = ${AnimationClipFlags.Playing}u;
36
+ const FLAG_LOOP: u32 = ${AnimationClipFlags.Loop}u;
37
+
38
+ @compute @workgroup_size(${WORKGROUP_SIZE},1,1)
39
+ fn main(
40
+ @builtin(workgroup_id) wg_id: vec3<u32>,
41
+ @builtin(local_invocation_index) local_id: u32,
42
+ ) {
43
+ if !${PG_PREFIX}_setup(&animation_database, wg_id.x, local_id) {
44
+ return;
45
+ }
46
+
47
+ let slot_in_page = ${PG_PREFIX}_slot_in_page(local_id);
48
+
49
+ if slot_in_page >= ${PG_PREFIX}_ELEMENTS_PER_PAGE {
50
+ return;
51
+ }
52
+ if !${PG_PREFIX}_is_occupied(slot_in_page) {
53
+ return;
54
+ }
55
+
56
+ let clip = ${PG_PREFIX}_read(&animation_database, slot_in_page);
57
+
58
+ // The Playing bit gates time advance entirely. A stopped clip
59
+ // doesn't even need a write — the upload-buffer dedupe would
60
+ // collapse it, but skipping saves the store entirely.
61
+ if (clip.flags & FLAG_PLAYING) == 0u {
62
+ return;
63
+ }
64
+
65
+ let clip_id = ${PG_PREFIX}_slot_to_index(slot_in_page);
66
+
67
+ let advance = dt * clip.playback_rate;
68
+ var new_time = clip.time + advance;
69
+
70
+ // "clip.time" is the playback offset relative to "clip.time_start",
71
+ // not an absolute curve-clock value — the apply shader does
72
+ // "effective_time = clip.time + clip.time_start" when sampling
73
+ // curves. So we wrap / clamp in "[0, duration]", not in
74
+ // "[time_start, time_end]".
75
+ let span = clip.time_end - clip.time_start;
76
+
77
+ if span <= 0.0 {
78
+ // Zero-length clip — pin to 0 and skip the wrap/clamp math.
79
+ // Avoids division by zero in the loop branch and gives a
80
+ // deterministic value the apply shader can read.
81
+ new_time = 0.0;
82
+ } else if (clip.flags & FLAG_LOOP) != 0u {
83
+ // Wrap into [0, duration). Uses fmod-style positive modulo
84
+ // so negative playback_rates wrap cleanly too.
85
+ new_time = new_time - floor(new_time / span) * span;
86
+ } else {
87
+ // Non-looping: clamp to the playback range. Once clamped, the
88
+ // clip "completes" — time stops advancing on its own (advance
89
+ // adds zero in subsequent frames because new_time == clip.time
90
+ // would already equal duration). The Playing bit is left set
91
+ // so the host can decide whether to stop, rewind, or flip the
92
+ // Loop bit on.
93
+ new_time = clamp(new_time, 0.0, span);
94
+ }
95
+
96
+ ${CLIP_TABLE.marshalling_method_write_field('time')}(&animation_database, clip_id, new_time);
97
+ }
98
+ `, [
99
+ CLIP_TABLE.chunk_iterate(WORKGROUP_SIZE, true),
100
+ CLIP_TABLE.wgsl_gen_write_field_code('time'),
101
+ ]
102
+ );
103
+
104
+ /**
105
+ * GPU-side animation playback driver: one thread per clip slot via the
106
+ * page iterator. For each clip with the {@link AnimationClipFlags.Playing}
107
+ * bit set, advances `time` by `dt * playback_rate`, then either wraps
108
+ * modulo `[time_start, time_end]` (if {@link AnimationClipFlags.Loop} is
109
+ * set) or clamps to that range (if not).
110
+ *
111
+ * Run before `shader_animation_apply` each frame — the apply pass reads
112
+ * `clip.time` to evaluate tracks, so the tick must land first. The
113
+ * `dt` uniform is the wall-clock seconds elapsed since the previous
114
+ * tick; the host owns its measurement.
115
+ *
116
+ * Dispatch via
117
+ * `shader_animation_tick.dispatch({ group_count_x: animation_clips.dispatch_group_count(WORKGROUP_SIZE), ... })`.
118
+ * Skip the dispatch when `group_count_x === 0` — no clips registered
119
+ * means no work to do.
120
+ */
121
+ export const shader_animation_tick = ComputeShader.from({
122
+ label: "Animation/Tick",
123
+ body,
124
+ resources,
125
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_geometry_sphere_derive.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js"],"names":[],"mappings":"AAQA,gCAAiC;AAsEjC;;;;;;;;;;;;;;GAcG;AACH,0DAKG;8BA9F2B,kCAAkC"}
1
+ {"version":3,"file":"shader_geometry_sphere_derive.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js"],"names":[],"mappings":"AAQA,gCAAiC;AAsEjC;;;;;;;;;;;;;;GAcG;AACH,0DAIG;8BA7F2B,kCAAkC"}
@@ -1,99 +1,98 @@
1
- import { atomic_u32, u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
3
- import { GEOMETRY_METADATA_STRUCT } from "../../../geometry/GEOMETRY_METADATA_STRUCT.js";
4
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
5
- import { ComputeShader } from "../../../shader/ComputeShader.js";
6
- import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
7
- import { SKINNING_BINDING_STRUCT } from "../SKINNING_BINDING_STRUCT.js";
8
-
9
- export const WORKGROUP_SIZE = 64;
10
-
11
- const GEOMETRY_BBOX_OFFSET_WORDS = GEOMETRY_METADATA_STRUCT.get('bounding_box').offset / 4;
12
- const GEOMETRY_SPHERE_OFFSET_WORDS = GEOMETRY_METADATA_STRUCT.get('bounding_sphere').offset / 4;
13
- const GEOMETRY_STRIDE_WORDS = GEOMETRY_METADATA_STRUCT.size / 4;
14
-
15
- const resources = new ShaderResourceSetDescriptor();
16
- resources.createGroup()
17
- // Number of active skinning bindings. Threads past `binding_count`
18
- // early-out (the dispatch is sized to `ceil(binding_count/64)`
19
- // workgroups, so the tail can have up to 63 idle threads).
20
- .addUniform('binding_count', u32)
21
- .addStorageBuffer('skinning_bindings', WebGPUArray.from(SKINNING_BINDING_STRUCT), false)
22
- // Same buffer the rasterizer reads as a typed struct array; we
23
- // atomicLoad the freshly-merged `bounding_box` cells and
24
- // atomicStore the derived sphere into `bounding_sphere`. Atomic
25
- // store is the simplest way to write through an atomic-typed
26
- // view; only one thread (this binding's) writes its geometry's
27
- // sphere, so there's no contention.
28
- .addStorageBuffer('geometry_metadata_atomic', WebGPUArray.from(atomic_u32), true);
29
-
30
- const body = CodeChunk.from(
31
- //language=WGSL
32
- `
33
- const GEOMETRY_BBOX_OFFSET: u32 = ${GEOMETRY_BBOX_OFFSET_WORDS}u;
34
- const GEOMETRY_SPHERE_OFFSET: u32 = ${GEOMETRY_SPHERE_OFFSET_WORDS}u;
35
- const GEOMETRY_STRIDE: u32 = ${GEOMETRY_STRIDE_WORDS}u;
36
-
37
- @compute @workgroup_size(${WORKGROUP_SIZE},1,1)
38
- fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
39
- let binding_index = gid.x;
40
- if binding_index >= binding_count {
41
- return;
42
- }
43
-
44
- let binding = skinning_bindings[binding_index];
45
- let g_base = binding.clone_geometry_index * GEOMETRY_STRIDE;
46
-
47
- // Read the freshly-merged bounding box. The reduce pass wrote
48
- // these atomically; by the time this dispatch runs (after the
49
- // reduce pass's barrier), they're stable. atomicLoad is the
50
- // correct read through an atomic-typed binding.
51
- let bbox_base = g_base + GEOMETRY_BBOX_OFFSET;
52
- let min_x = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 0u]));
53
- let min_y = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 1u]));
54
- let min_z = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 2u]));
55
- let max_x = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 3u]));
56
- let max_y = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 4u]));
57
- let max_z = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 5u]));
58
-
59
- let min_v = vec3<f32>(min_x, min_y, min_z);
60
- let max_v = vec3<f32>(max_x, max_y, max_z);
61
-
62
- // Conservative sphere from the AABB: center at the box midpoint,
63
- // radius = half the box diagonal. Slightly larger than the
64
- // minimum enclosing sphere (which would need a Miniball-style
65
- // iterative solver), but cheap and tight enough for culling.
66
- // Same convention as "computeBoundingSphereFromBox" on the CPU
67
- // side.
68
- let center = (min_v + max_v) * 0.5;
69
- let radius = length(max_v - min_v) * 0.5;
70
-
71
- let sphere_base = g_base + GEOMETRY_SPHERE_OFFSET;
72
- atomicStore(&geometry_metadata_atomic[sphere_base + 0u], bitcast<u32>(center.x));
73
- atomicStore(&geometry_metadata_atomic[sphere_base + 1u], bitcast<u32>(center.y));
74
- atomicStore(&geometry_metadata_atomic[sphere_base + 2u], bitcast<u32>(center.z));
75
- atomicStore(&geometry_metadata_atomic[sphere_base + 3u], bitcast<u32>(radius));
76
- }
77
- `);
78
-
79
- /**
80
- * Compute shader that derives each active clone geometry's
81
- * `bounding_sphere` from its freshly-merged `bounding_box`.
82
- *
83
- * One thread per active skinning binding (= one per clone geometry).
84
- * Reads the 6 box cells, computes center = (min+max)/2 and radius =
85
- * length(max-min)/2 — the box-derived conservative sphere — and
86
- * writes the 4 sphere cells. No cross-thread contention since each
87
- * binding owns its own geometry row.
88
- *
89
- * Must run AFTER `shader_meshlet_bounds_reduce` (which finalizes the
90
- * `bounding_box` cells this pass reads) and BEFORE the mesh-instance
91
- * bounds-refresh pass (which reads `bounding_sphere` to project into
92
- * world space).
93
- */
94
- export const shader_geometry_sphere_derive = ComputeShader.from({
95
- label: "Skinning/GeometrySphereDerive",
96
- resources,
97
- body,
98
- group_size: [WORKGROUP_SIZE, 1, 1],
99
- });
1
+ import { atomic_u32, u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
3
+ import { GEOMETRY_METADATA_STRUCT } from "../../../geometry/GEOMETRY_METADATA_STRUCT.js";
4
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
7
+ import { SKINNING_BINDING_STRUCT } from "../SKINNING_BINDING_STRUCT.js";
8
+
9
+ export const WORKGROUP_SIZE = 64;
10
+
11
+ const GEOMETRY_BBOX_OFFSET_WORDS = GEOMETRY_METADATA_STRUCT.get('bounding_box').offset / 4;
12
+ const GEOMETRY_SPHERE_OFFSET_WORDS = GEOMETRY_METADATA_STRUCT.get('bounding_sphere').offset / 4;
13
+ const GEOMETRY_STRIDE_WORDS = GEOMETRY_METADATA_STRUCT.size / 4;
14
+
15
+ const resources = new ShaderResourceSetDescriptor();
16
+ resources.createGroup()
17
+ // Number of active skinning bindings. Threads past `binding_count`
18
+ // early-out (the dispatch is sized to `ceil(binding_count/64)`
19
+ // workgroups, so the tail can have up to 63 idle threads).
20
+ .addUniform('binding_count', u32)
21
+ .addStorageBuffer('skinning_bindings', WebGPUArray.from(SKINNING_BINDING_STRUCT), false)
22
+ // Same buffer the rasterizer reads as a typed struct array; we
23
+ // atomicLoad the freshly-merged `bounding_box` cells and
24
+ // atomicStore the derived sphere into `bounding_sphere`. Atomic
25
+ // store is the simplest way to write through an atomic-typed
26
+ // view; only one thread (this binding's) writes its geometry's
27
+ // sphere, so there's no contention.
28
+ .addStorageBuffer('geometry_metadata_atomic', WebGPUArray.from(atomic_u32), true);
29
+
30
+ const body = CodeChunk.from(
31
+ //language=WGSL
32
+ `
33
+ const GEOMETRY_BBOX_OFFSET: u32 = ${GEOMETRY_BBOX_OFFSET_WORDS}u;
34
+ const GEOMETRY_SPHERE_OFFSET: u32 = ${GEOMETRY_SPHERE_OFFSET_WORDS}u;
35
+ const GEOMETRY_STRIDE: u32 = ${GEOMETRY_STRIDE_WORDS}u;
36
+
37
+ @compute @workgroup_size(${WORKGROUP_SIZE},1,1)
38
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
39
+ let binding_index = gid.x;
40
+ if binding_index >= binding_count {
41
+ return;
42
+ }
43
+
44
+ let binding = skinning_bindings[binding_index];
45
+ let g_base = binding.clone_geometry_index * GEOMETRY_STRIDE;
46
+
47
+ // Read the freshly-merged bounding box. The reduce pass wrote
48
+ // these atomically; by the time this dispatch runs (after the
49
+ // reduce pass's barrier), they're stable. atomicLoad is the
50
+ // correct read through an atomic-typed binding.
51
+ let bbox_base = g_base + GEOMETRY_BBOX_OFFSET;
52
+ let min_x = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 0u]));
53
+ let min_y = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 1u]));
54
+ let min_z = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 2u]));
55
+ let max_x = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 3u]));
56
+ let max_y = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 4u]));
57
+ let max_z = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 5u]));
58
+
59
+ let min_v = vec3<f32>(min_x, min_y, min_z);
60
+ let max_v = vec3<f32>(max_x, max_y, max_z);
61
+
62
+ // Conservative sphere from the AABB: center at the box midpoint,
63
+ // radius = half the box diagonal. Slightly larger than the
64
+ // minimum enclosing sphere (which would need a Miniball-style
65
+ // iterative solver), but cheap and tight enough for culling.
66
+ // Same convention as "computeBoundingSphereFromBox" on the CPU
67
+ // side.
68
+ let center = (min_v + max_v) * 0.5;
69
+ let radius = length(max_v - min_v) * 0.5;
70
+
71
+ let sphere_base = g_base + GEOMETRY_SPHERE_OFFSET;
72
+ atomicStore(&geometry_metadata_atomic[sphere_base + 0u], bitcast<u32>(center.x));
73
+ atomicStore(&geometry_metadata_atomic[sphere_base + 1u], bitcast<u32>(center.y));
74
+ atomicStore(&geometry_metadata_atomic[sphere_base + 2u], bitcast<u32>(center.z));
75
+ atomicStore(&geometry_metadata_atomic[sphere_base + 3u], bitcast<u32>(radius));
76
+ }
77
+ `);
78
+
79
+ /**
80
+ * Compute shader that derives each active clone geometry's
81
+ * `bounding_sphere` from its freshly-merged `bounding_box`.
82
+ *
83
+ * One thread per active skinning binding (= one per clone geometry).
84
+ * Reads the 6 box cells, computes center = (min+max)/2 and radius =
85
+ * length(max-min)/2 — the box-derived conservative sphere — and
86
+ * writes the 4 sphere cells. No cross-thread contention since each
87
+ * binding owns its own geometry row.
88
+ *
89
+ * Must run AFTER `shader_meshlet_bounds_reduce` (which finalizes the
90
+ * `bounding_box` cells this pass reads) and BEFORE the mesh-instance
91
+ * bounds-refresh pass (which reads `bounding_sphere` to project into
92
+ * world space).
93
+ */
94
+ export const shader_geometry_sphere_derive = ComputeShader.from({
95
+ label: "Skinning/GeometrySphereDerive",
96
+ resources,
97
+ body,
98
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_meshlet_bounds_reduce.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js"],"names":[],"mappings":"AAUA;;;;;;;GAOG;AACH,gCAAiC;AAmKjC;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,yDAKG;8BA/M2B,kCAAkC"}
1
+ {"version":3,"file":"shader_meshlet_bounds_reduce.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js"],"names":[],"mappings":"AAUA;;;;;;;GAOG;AACH,gCAAiC;AAmKjC;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,yDAIG;8BA9M2B,kCAAkC"}