@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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  396. package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
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  401. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
@@ -1,43 +1,42 @@
1
- import { 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 { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
5
- import { ComputeShader } from "../../shader/ComputeShader.js";
6
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
-
8
- const resources = new ShaderResourceSetDescriptor();
9
-
10
- resources.createGroup()
11
- .addStorageBuffer("source", WebGPUArray.u32)
12
- .addStorageBuffer("destination", WebGPUArray.u32, true)
13
- .addUniform("size", u32)
14
-
15
- const body = CodeChunk.from(
16
- //language=WGSL
17
- `
18
- @compute @workgroup_size(${COMPUTE_SHADER_DEFAULT_GROUP_SIZE})
19
- fn main(
20
- @builtin(global_invocation_id) global_id : vec3<u32>
21
- ){
22
- let index = global_id.x;
23
-
24
- if(index >= size){
25
- return;
26
- }
27
-
28
- destination[index] = source[index];
29
- }
30
- `
31
- )
32
-
33
- /**
34
- * Shader is useful for copying buffers where the buffers are missing `GPUBufferUsage.COPY_DST` or `GPUBufferUsage.COPY_SRC`.
35
- * This is a pure utility shader.
36
- * @type {ComputeShader}
37
- */
38
- export const shader_buffer_copy_storage_to_storage = ComputeShader.from({
39
- label: "Copy GPU Buffer/ STORAGE -> STORAGE",
40
- body,
41
- resources,
42
- group_size: [COMPUTE_SHADER_DEFAULT_GROUP_SIZE]
1
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
4
+ import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
5
+ import { ComputeShader } from "../../shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
+
8
+ const resources = new ShaderResourceSetDescriptor();
9
+
10
+ resources.createGroup()
11
+ .addStorageBuffer("source", WebGPUArray.u32)
12
+ .addStorageBuffer("destination", WebGPUArray.u32, true)
13
+ .addUniform("size", u32)
14
+
15
+ const body = CodeChunk.from(
16
+ //language=WGSL
17
+ `
18
+ @compute @workgroup_size(${COMPUTE_SHADER_DEFAULT_GROUP_SIZE})
19
+ fn main(
20
+ @builtin(global_invocation_id) global_id : vec3<u32>
21
+ ){
22
+ let index = global_id.x;
23
+
24
+ if(index >= size){
25
+ return;
26
+ }
27
+
28
+ destination[index] = source[index];
29
+ }
30
+ `
31
+ )
32
+
33
+ /**
34
+ * Shader is useful for copying buffers where the buffers are missing `GPUBufferUsage.COPY_DST` or `GPUBufferUsage.COPY_SRC`.
35
+ * This is a pure utility shader.
36
+ * @type {ComputeShader}
37
+ */
38
+ export const shader_buffer_copy_storage_to_storage = ComputeShader.from({
39
+ label: "Copy GPU Buffer/ STORAGE -> STORAGE",
40
+ body,
41
+ resources,
43
42
  });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_buffer_intra_copy_regions.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.js"],"names":[],"mappings":"AAOA;;;;;GAKG;AACH,kDAAmD;AAEnD;;;;GAIG;AACH,2DAI4B;AAmC5B;;;;;;;;;;;;;;;;;;GAkBG;AACH,6DAKG;6BAjF0B,mCAAmC;8BAElC,+BAA+B"}
1
+ {"version":3,"file":"shader_buffer_intra_copy_regions.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.js"],"names":[],"mappings":"AAOA;;;;;GAKG;AACH,kDAAmD;AAEnD;;;;GAIG;AACH,2DAI4B;AAmC5B;;;;;;;;;;;;;;;;;;GAkBG;AACH,6DAIG;6BAhF0B,mCAAmC;8BAElC,+BAA+B"}
@@ -1,84 +1,83 @@
1
- import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.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
-
8
- /**
9
- * Workgroup size for the per-region stride loop. Each workgroup
10
- * handles one region; threads in the workgroup walk the region's
11
- * words in WORKGROUP_SIZE-stride'd slots, so a region with N words
12
- * takes ceil(N / WORKGROUP_SIZE) iterations per thread.
13
- */
14
- export const BUFFER_INTRA_COPY_WORKGROUP_SIZE = 64;
15
-
16
- /**
17
- * One copy job: source and destination regions inside the same buffer.
18
- * Offsets and lengths are in `u32` words (not bytes). The shader does
19
- * not validate non-overlap — the caller is responsible.
20
- */
21
- export const BUFFER_INTRA_COPY_REGION_STRUCT = WebGPUStruct.from({
22
- src_offset: u32,
23
- dst_offset: u32,
24
- word_count: u32,
25
- }, "BufferIntraCopyRegion");
26
-
27
- const resources = new ShaderResourceSetDescriptor();
28
- resources.createGroup()
29
- .addStorageBuffer('buffer', WebGPUArray.from(u32), true)
30
- .addStorageBuffer('regions', WebGPUArray.from(BUFFER_INTRA_COPY_REGION_STRUCT), false);
31
-
32
- // One workgroup per region, dispatch over the regions list. Threads
33
- // stride-loop over the region's words. WebGPU rejects same-buffer
34
- // `copyBufferToBuffer` even with non-overlapping ranges, which is why
35
- // we go via a compute shader for intra-buffer relocation. A single
36
- // `read_write` binding sidesteps the read+write-on-same-binding
37
- // resource conflict that would prevent binding the buffer twice with
38
- // different access modes.
39
- const body = CodeChunk.from(
40
- //language=WGSL
41
- `
42
- @compute @workgroup_size(${BUFFER_INTRA_COPY_WORKGROUP_SIZE},1,1)
43
- fn main(
44
- @builtin(workgroup_id) wg_id: vec3<u32>,
45
- @builtin(local_invocation_index) local_id: u32,
46
- ) {
47
- let region = regions[wg_id.x];
48
-
49
- var i: u32 = local_id;
50
- loop {
51
- if(i >= region.word_count) { break; }
52
-
53
- buffer[region.dst_offset + i] = buffer[region.src_offset + i];
54
-
55
- i = i + ${BUFFER_INTRA_COPY_WORKGROUP_SIZE}u;
56
- }
57
- }
58
- `);
59
-
60
- /**
61
- * Compute-shader memcpy across regions of a single storage buffer.
62
- * One workgroup per region; threads in the workgroup stride-loop
63
- * over the region's `word_count` u32 words.
64
- *
65
- * Why a compute shader rather than `copyBufferToBuffer`: WebGPU
66
- * forbids `copyBufferToBuffer` from passing the same buffer as both
67
- * source and destination, even when the byte ranges don't overlap —
68
- * the validation check is buffer-identity, not range-overlap. The
69
- * compute path sidesteps that by binding the buffer once as
70
- * `read_write` storage and reading + writing through the same
71
- * binding.
72
- *
73
- * Caller responsibility: the regions table must list non-overlapping
74
- * (src, dst) ranges. The shader does no overlap checks.
75
- *
76
- * Dispatch: one workgroup per entry in `regions`, i.e.
77
- * `group_count_x = region_count`. Skip when `region_count === 0`.
78
- */
79
- export const shader_buffer_intra_copy_regions = ComputeShader.from({
80
- label: "Copy GPU Buffer/ Intra-buffer regions",
81
- body,
82
- resources,
83
- group_size: [BUFFER_INTRA_COPY_WORKGROUP_SIZE, 1, 1],
84
- });
1
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.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
+
8
+ /**
9
+ * Workgroup size for the per-region stride loop. Each workgroup
10
+ * handles one region; threads in the workgroup walk the region's
11
+ * words in WORKGROUP_SIZE-stride'd slots, so a region with N words
12
+ * takes ceil(N / WORKGROUP_SIZE) iterations per thread.
13
+ */
14
+ export const BUFFER_INTRA_COPY_WORKGROUP_SIZE = 64;
15
+
16
+ /**
17
+ * One copy job: source and destination regions inside the same buffer.
18
+ * Offsets and lengths are in `u32` words (not bytes). The shader does
19
+ * not validate non-overlap — the caller is responsible.
20
+ */
21
+ export const BUFFER_INTRA_COPY_REGION_STRUCT = WebGPUStruct.from({
22
+ src_offset: u32,
23
+ dst_offset: u32,
24
+ word_count: u32,
25
+ }, "BufferIntraCopyRegion");
26
+
27
+ const resources = new ShaderResourceSetDescriptor();
28
+ resources.createGroup()
29
+ .addStorageBuffer('buffer', WebGPUArray.from(u32), true)
30
+ .addStorageBuffer('regions', WebGPUArray.from(BUFFER_INTRA_COPY_REGION_STRUCT), false);
31
+
32
+ // One workgroup per region, dispatch over the regions list. Threads
33
+ // stride-loop over the region's words. WebGPU rejects same-buffer
34
+ // `copyBufferToBuffer` even with non-overlapping ranges, which is why
35
+ // we go via a compute shader for intra-buffer relocation. A single
36
+ // `read_write` binding sidesteps the read+write-on-same-binding
37
+ // resource conflict that would prevent binding the buffer twice with
38
+ // different access modes.
39
+ const body = CodeChunk.from(
40
+ //language=WGSL
41
+ `
42
+ @compute @workgroup_size(${BUFFER_INTRA_COPY_WORKGROUP_SIZE},1,1)
43
+ fn main(
44
+ @builtin(workgroup_id) wg_id: vec3<u32>,
45
+ @builtin(local_invocation_index) local_id: u32,
46
+ ) {
47
+ let region = regions[wg_id.x];
48
+
49
+ var i: u32 = local_id;
50
+ loop {
51
+ if(i >= region.word_count) { break; }
52
+
53
+ buffer[region.dst_offset + i] = buffer[region.src_offset + i];
54
+
55
+ i = i + ${BUFFER_INTRA_COPY_WORKGROUP_SIZE}u;
56
+ }
57
+ }
58
+ `);
59
+
60
+ /**
61
+ * Compute-shader memcpy across regions of a single storage buffer.
62
+ * One workgroup per region; threads in the workgroup stride-loop
63
+ * over the region's `word_count` u32 words.
64
+ *
65
+ * Why a compute shader rather than `copyBufferToBuffer`: WebGPU
66
+ * forbids `copyBufferToBuffer` from passing the same buffer as both
67
+ * source and destination, even when the byte ranges don't overlap —
68
+ * the validation check is buffer-identity, not range-overlap. The
69
+ * compute path sidesteps that by binding the buffer once as
70
+ * `read_write` storage and reading + writing through the same
71
+ * binding.
72
+ *
73
+ * Caller responsibility: the regions table must list non-overlapping
74
+ * (src, dst) ranges. The shader does no overlap checks.
75
+ *
76
+ * Dispatch: one workgroup per entry in `regions`, i.e.
77
+ * `group_count_x = region_count`. Skip when `region_count === 0`.
78
+ */
79
+ export const shader_buffer_intra_copy_regions = ComputeShader.from({
80
+ label: "Copy GPU Buffer/ Intra-buffer regions",
81
+ body,
82
+ resources,
83
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_dynamic_mesh.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/shader_dynamic_mesh.js"],"names":[],"mappings":"AA4GA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH;IAN4B,YAAY,GAA7B,MAAM;IACW,YAAY,GAA7B,MAAM;IACuB,aAAa;IACxB,MAAM,GAAxB,OAAO;IACL,wBAAwB,CAiCpC;AAlJD;;;GAGG;AACH,oDAY6B;AAoI7B;;;;GAIG;AACH,qCAFU,2BAA2B,CAEW;yCAvKP,8DAA8D;6BAO1E,gCAAgC;4CAJjB,mDAAmD"}
1
+ {"version":3,"file":"shader_dynamic_mesh.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/shader_dynamic_mesh.js"],"names":[],"mappings":"AAoHA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH;IAN4B,YAAY,GAA7B,MAAM;IACW,YAAY,GAA7B,MAAM;IACuB,aAAa;IACxB,MAAM,GAAxB,OAAO;IACL,wBAAwB,CAgCpC;AAzJD;;;GAGG;AACH,oDAY6B;AA2I7B;;;;GAIG;AACH,qCAFU,2BAA2B,CAEW;yCA9KP,8DAA8D;6BAO1E,gCAAgC;4CAJjB,mDAAmD"}
@@ -1,170 +1,177 @@
1
- import { ColorTargetState } from "../../descriptor/pipeline/render/ColorTargetState.js";
2
- import { DepthStencilState } from "../../descriptor/pipeline/render/DepthStencilState.js";
3
- import { RenderPipelineDescriptor } from "../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
4
- import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
5
- import { CodeChunk } from "../shader/compiler/CodeChunk.js";
6
- import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
7
- import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
8
- import { mat4x4f, vec4f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
9
- import { WebGPUArray } from "../shader/type/WebGPUArray.js";
10
- import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
11
- import {
12
- DYNAMIC_MESH_VERTEX_COLOR_OFFSET,
13
- DYNAMIC_MESH_VERTEX_POSITION_OFFSET,
14
- DYNAMIC_MESH_VERTEX_STRIDE
15
- } from "./DYNAMIC_MESH_VERTEX.js";
16
-
17
- /**
18
- * Per-draw constants. One dynamic mesh is one draw, so this is small and rewritten per mesh per
19
- * frame rather than tabled.
20
- */
21
- export const DYNAMIC_MESH_DRAW_STRUCT = WebGPUStruct.from({
22
- /**
23
- * Object → world. Dynamic meshes are usually built in world space already, in which case this
24
- * is identity, but a trail rigidly attached to something is cheaper to build once in local
25
- * space and transform.
26
- */
27
- model: mat4x4f,
28
-
29
- /**
30
- * Multiplied into every vertex colour. Alpha is what fades a whole effect out at once.
31
- */
32
- color: vec4f,
33
- }, "DynamicMeshDraw").pack();
34
-
35
- const resources = new ShaderResourceSetDescriptor();
36
-
37
- resources.createGroup()
38
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
39
- .addUniform("draw", DYNAMIC_MESH_DRAW_STRUCT)
40
- .addStorageBuffer("vertices", WebGPUArray.f32, false)
41
- .addStorageBuffer("indices", WebGPUArray.u32, false);
42
-
43
- const body = CodeChunk.from(
44
- //language=WGSL
45
- `
46
- const VERTEX_STRIDE : u32 = ${DYNAMIC_MESH_VERTEX_STRIDE}u;
47
- const POSITION_OFFSET : u32 = ${DYNAMIC_MESH_VERTEX_POSITION_OFFSET}u;
48
- const COLOR_OFFSET : u32 = ${DYNAMIC_MESH_VERTEX_COLOR_OFFSET}u;
49
-
50
- struct DynamicMeshVertexOut {
51
- @builtin(position) clip : vec4<f32>,
52
- @location(0) color : vec4<f32>,
53
- }
54
-
55
- // Vertices are pulled from storage rather than bound as vertex buffers, which is how the rest of
56
- // the engine reads geometry: one pipeline then serves every dynamic mesh, whatever it holds.
57
- @vertex
58
- fn vs_main(@builtin(vertex_index) vi : u32) -> DynamicMeshVertexOut {
59
- let vertex = indices[vi];
60
- let base = vertex * VERTEX_STRIDE;
61
-
62
- let position = vec3<f32>(
63
- vertices[base + POSITION_OFFSET],
64
- vertices[base + POSITION_OFFSET + 1u],
65
- vertices[base + POSITION_OFFSET + 2u],
66
- );
67
-
68
- let color = vec4<f32>(
69
- vertices[base + COLOR_OFFSET],
70
- vertices[base + COLOR_OFFSET + 1u],
71
- vertices[base + COLOR_OFFSET + 2u],
72
- vertices[base + COLOR_OFFSET + 3u],
73
- );
74
-
75
- let world = draw.model * vec4<f32>(position, 1.0);
76
-
77
- var out : DynamicMeshVertexOut;
78
-
79
- out.clip = camera.view_projection_matrix * world;
80
- out.color = color * draw.color;
81
-
82
- return out;
83
- }
84
-
85
- @fragment
86
- fn fs_main(in : DynamicMeshVertexOut) -> @location(0) vec4<f32> {
87
- return in.color;
88
- }
89
- `, []
90
- );
91
-
92
- /**
93
- * Straight alpha over what is already there. Effect content trails, ribbons, CPU particles
94
- * composites over a finished scene rather than participating in it.
95
- */
96
- const DYNAMIC_MESH_BLEND = {
97
- color: {
98
- srcFactor: "src-alpha",
99
- dstFactor: "one-minus-src-alpha",
100
- operation: "add",
101
- },
102
- alpha: {
103
- srcFactor: "one",
104
- dstFactor: "one-minus-src-alpha",
105
- operation: "add",
106
- },
107
- };
108
-
109
- /**
110
- * Build the dynamic-mesh pipeline.
111
- *
112
- * Two modes, and `opaque` picks between them wholesale because the two halves of each are not
113
- * separable: blending over the scene only makes sense for something that must not occlude it, and
114
- * writing depth only makes sense for something that replaces what it covers.
115
- *
116
- * - **Effect (default).** Alpha over the frame, depth tested and never written. Trails, ribbons and
117
- * CPU particles draw after the standard geometry path has finished, so they must be occluded by
118
- * the scene without occluding anything themselves.
119
- * - **Opaque.** No blend, depth written. A solid surface going down this path — a decoded LOD cut,
120
- * a generated mesh with no meshlet build behind it has to occlude both the scene and itself,
121
- * and the depth buffer is the only thing that orders its own triangles against each other.
122
- *
123
- * `greater` is the comparison either way, because the engine is reverse-Z.
124
- *
125
- * @param {object} [options]
126
- * @param {string} [options.color_format]
127
- * @param {string} [options.depth_format]
128
- * @param {GPUCompareFunction} [options.depth_compare]
129
- * @param {boolean} [options.opaque] write depth and skip blending, rather than the reverse
130
- * @returns {RenderPipelineDescriptor}
131
- */
132
- export function create_dynamic_mesh_pipeline({
133
- color_format = "rgba16float",
134
- depth_format = "depth32float",
135
- depth_compare = "greater",
136
- opaque = false,
137
- } = {}) {
138
- const descriptor = ShaderDescriptor.from({ label: "Dynamic Mesh", body, resources });
139
- const code = descriptor.compile();
140
-
141
- return RenderPipelineDescriptor.from({
142
- label: opaque ? "Dynamic Mesh (opaque)" : "Dynamic Mesh",
143
- layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
144
- vertex: { module: { code }, entryPoint: "vs_main" },
145
- fragment: {
146
- module: { code },
147
- entryPoint: "fs_main",
148
- targets: [ColorTargetState.from({
149
- format: color_format,
150
- blend: opaque ? undefined : DYNAMIC_MESH_BLEND,
151
- })],
152
- },
153
- depthStencil: DepthStencilState.from({
154
- format: depth_format,
155
- depthWriteEnabled: opaque,
156
- depthCompare: depth_compare,
157
- }),
158
- // Nothing on this path promises a winding. Ribbons and trails are viewed from both sides by
159
- // definition, and a mesh decoded from a container carries whatever its source had — so
160
- // culling here would silently erase geometry rather than save work.
161
- primitive: { topology: "triangle-list", cullMode: "none" },
162
- });
163
- }
164
-
165
- /**
166
- * The pipeline's resource set, for building bind groups.
167
- *
168
- * @type {ShaderResourceSetDescriptor}
169
- */
170
- export const DYNAMIC_MESH_RESOURCES = resources;
1
+ import { ColorTargetState } from "../../descriptor/pipeline/render/ColorTargetState.js";
2
+ import { DepthStencilState } from "../../descriptor/pipeline/render/DepthStencilState.js";
3
+ import { RenderPipelineDescriptor } from "../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
4
+ import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
5
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
6
+ import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
7
+ import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
8
+ import { mat4x4f, vec4f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
9
+ import { WebGPUArray } from "../shader/type/WebGPUArray.js";
10
+ import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
11
+ import {
12
+ DYNAMIC_MESH_VERTEX_COLOR_OFFSET,
13
+ DYNAMIC_MESH_VERTEX_POSITION_OFFSET,
14
+ DYNAMIC_MESH_VERTEX_STRIDE
15
+ } from "./DYNAMIC_MESH_VERTEX.js";
16
+
17
+ /**
18
+ * Per-draw constants. One dynamic mesh is one draw, so this is small and rewritten per mesh per
19
+ * frame rather than tabled.
20
+ */
21
+ export const DYNAMIC_MESH_DRAW_STRUCT = WebGPUStruct.from({
22
+ /**
23
+ * Object → world. Dynamic meshes are usually built in world space already, in which case this
24
+ * is identity, but a trail rigidly attached to something is cheaper to build once in local
25
+ * space and transform.
26
+ */
27
+ model: mat4x4f,
28
+
29
+ /**
30
+ * Multiplied into every vertex colour. Alpha is what fades a whole effect out at once.
31
+ */
32
+ color: vec4f,
33
+ }, "DynamicMeshDraw").pack();
34
+
35
+ const resources = new ShaderResourceSetDescriptor();
36
+
37
+ resources.createGroup()
38
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
39
+ .addUniform("draw", DYNAMIC_MESH_DRAW_STRUCT)
40
+ .addStorageBuffer("vertices", WebGPUArray.f32, false)
41
+ .addStorageBuffer("indices", WebGPUArray.u32, false);
42
+
43
+ const body = CodeChunk.from(
44
+ //language=WGSL
45
+ `
46
+ const VERTEX_STRIDE : u32 = ${DYNAMIC_MESH_VERTEX_STRIDE}u;
47
+ const POSITION_OFFSET : u32 = ${DYNAMIC_MESH_VERTEX_POSITION_OFFSET}u;
48
+ const COLOR_OFFSET : u32 = ${DYNAMIC_MESH_VERTEX_COLOR_OFFSET}u;
49
+
50
+ struct DynamicMeshVertexOut {
51
+ @builtin(position) clip : vec4<f32>,
52
+ @location(0) color : vec4<f32>,
53
+ }
54
+
55
+ // Vertices are pulled from storage rather than bound as vertex buffers, which is how the rest of
56
+ // the engine reads geometry: one pipeline then serves every dynamic mesh, whatever it holds.
57
+ @vertex
58
+ fn vs_main(@builtin(vertex_index) vi : u32) -> DynamicMeshVertexOut {
59
+ let vertex = indices[vi];
60
+ let base = vertex * VERTEX_STRIDE;
61
+
62
+ let position = vec3<f32>(
63
+ vertices[base + POSITION_OFFSET],
64
+ vertices[base + POSITION_OFFSET + 1u],
65
+ vertices[base + POSITION_OFFSET + 2u],
66
+ );
67
+
68
+ let color = vec4<f32>(
69
+ vertices[base + COLOR_OFFSET],
70
+ vertices[base + COLOR_OFFSET + 1u],
71
+ vertices[base + COLOR_OFFSET + 2u],
72
+ vertices[base + COLOR_OFFSET + 3u],
73
+ );
74
+
75
+ let world = draw.model * vec4<f32>(position, 1.0);
76
+
77
+ var out : DynamicMeshVertexOut;
78
+
79
+ out.clip = camera.view_projection_matrix * world;
80
+ out.color = color * draw.color;
81
+
82
+ return out;
83
+ }
84
+
85
+ @fragment
86
+ fn fs_main(in : DynamicMeshVertexOut) -> @location(0) vec4<f32> {
87
+ return in.color;
88
+ }
89
+ `, []
90
+ );
91
+
92
+ /**
93
+ * The shader itself. One compilation, shared by every pipeline built from it the options below
94
+ * vary the pipeline state, never the WGSL.
95
+ *
96
+ * @type {ShaderDescriptor}
97
+ */
98
+ const descriptor = ShaderDescriptor.from({ label: "Dynamic Mesh", body, resources });
99
+
100
+ /**
101
+ * Straight alpha over what is already there. Effect content — trails, ribbons, CPU particles —
102
+ * composites over a finished scene rather than participating in it.
103
+ */
104
+ const DYNAMIC_MESH_BLEND = {
105
+ color: {
106
+ srcFactor: "src-alpha",
107
+ dstFactor: "one-minus-src-alpha",
108
+ operation: "add",
109
+ },
110
+ alpha: {
111
+ srcFactor: "one",
112
+ dstFactor: "one-minus-src-alpha",
113
+ operation: "add",
114
+ },
115
+ };
116
+
117
+ /**
118
+ * Build the dynamic-mesh pipeline.
119
+ *
120
+ * Two modes, and `opaque` picks between them wholesale because the two halves of each are not
121
+ * separable: blending over the scene only makes sense for something that must not occlude it, and
122
+ * writing depth only makes sense for something that replaces what it covers.
123
+ *
124
+ * - **Effect (default).** Alpha over the frame, depth tested and never written. Trails, ribbons and
125
+ * CPU particles draw after the standard geometry path has finished, so they must be occluded by
126
+ * the scene without occluding anything themselves.
127
+ * - **Opaque.** No blend, depth written. A solid surface going down this path — a decoded LOD cut,
128
+ * a generated mesh with no meshlet build behind it — has to occlude both the scene and itself,
129
+ * and the depth buffer is the only thing that orders its own triangles against each other.
130
+ *
131
+ * `greater` is the comparison either way, because the engine is reverse-Z.
132
+ *
133
+ * @param {object} [options]
134
+ * @param {string} [options.color_format]
135
+ * @param {string} [options.depth_format]
136
+ * @param {GPUCompareFunction} [options.depth_compare]
137
+ * @param {boolean} [options.opaque] write depth and skip blending, rather than the reverse
138
+ * @returns {RenderPipelineDescriptor}
139
+ */
140
+ export function create_dynamic_mesh_pipeline({
141
+ color_format = "rgba16float",
142
+ depth_format = "depth32float",
143
+ depth_compare = "greater",
144
+ opaque = false,
145
+ } = {}) {
146
+ const code = descriptor.source;
147
+
148
+ return RenderPipelineDescriptor.from({
149
+ label: opaque ? "Dynamic Mesh (opaque)" : "Dynamic Mesh",
150
+ layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
151
+ vertex: { module: { code }, entryPoint: "vs_main" },
152
+ fragment: {
153
+ module: { code },
154
+ entryPoint: "fs_main",
155
+ targets: [ColorTargetState.from({
156
+ format: color_format,
157
+ blend: opaque ? undefined : DYNAMIC_MESH_BLEND,
158
+ })],
159
+ },
160
+ depthStencil: DepthStencilState.from({
161
+ format: depth_format,
162
+ depthWriteEnabled: opaque,
163
+ depthCompare: depth_compare,
164
+ }),
165
+ // Nothing on this path promises a winding. Ribbons and trails are viewed from both sides by
166
+ // definition, and a mesh decoded from a container carries whatever its source had — so
167
+ // culling here would silently erase geometry rather than save work.
168
+ primitive: { topology: "triangle-list", cullMode: "none" },
169
+ });
170
+ }
171
+
172
+ /**
173
+ * The pipeline's resource set, for building bind groups.
174
+ *
175
+ * @type {ShaderResourceSetDescriptor}
176
+ */
177
+ export const DYNAMIC_MESH_RESOURCES = resources;