@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
  291. package/src/shade/renderer/postprocess/nss/shader_nss_concat.js +68 -69
  292. package/src/shade/renderer/postprocess/nss/shader_nss_conv_layer.d.ts.map +1 -1
  293. package/src/shade/renderer/postprocess/nss/shader_nss_conv_layer.js +225 -226
  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
  297. package/src/shade/renderer/postprocess/nss/shader_nss_postprocess.js +291 -292
  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
  307. package/src/shade/renderer/rasterize/bucket/shader_make_meshlet_indirect_draw_commands_by_material.js +59 -60
  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
  325. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_rasterization_bucket_sort.js +88 -89
  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
@@ -1,368 +1,368 @@
1
- import { assert } from "../../../../../core/assert.js";
2
- import { UINT32_MAX } from "../../../../../core/binary/UINT32_MAX.js";
3
- import Vector3 from "../../../../../core/geom/Vector3.js";
4
- import { delay } from "../../../../../core/process/delay.js";
5
- import { FrameGraph } from "../../../../../engine/graphics/render/frame_graph/FrameGraph.js";
6
- import { BufferResourceDescriptor } from "../../../../device/graph/BufferResourceDescriptor.js";
7
- import { ShadeGPUCommandContext } from "../../../../device/ShadeGPUCommandContext.js";
8
- import { atomic_u32, vec3u } 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 { inspect_gpu_buffer_typed } from "../../../buffer/inspect_gpu_buffer_typed.js";
12
- import { GEOMETRY_METADATA_STRUCT } from "../../../geometry/GEOMETRY_METADATA_STRUCT.js";
13
- import { BVH2_NODE_STRUCT } from "../../../shader/chunk/bvh/BVH2_NODE_STRUCT.js";
14
- import { BVH_STRUCT } from "../../../shader/chunk/bvh/BVH_STRUCT.js";
15
- import { AABB3_STRUCT } from "../../../shader/chunk/geometry/aabb3/AABB3_STRUCT.js";
16
- import { chunk_array_to_aabb3 } from "../../../shader/chunk/geometry/aabb3/chunk_array_to_aabb3.js";
17
- import { chunk_ray_query_occluded } from "../../../shader/chunk/geometry/ray/chunk_ray_query_occluded.js";
18
- import {
19
- chunk_scene_point_query_is_inside_geometry
20
- } from "../../../shader/chunk/geometry/ray/chunk_scene_point_query_is_inside_geometry.js";
21
- import { RAY_STRUCT } from "../../../shader/chunk/geometry/ray/RAY_STRUCT.js";
22
- import { chunk_scene_point_query_nearest } from "../../../shader/chunk/sdf/chunk_scene_point_query_nearest.js";
23
- import { SURFACE_POINT_3D } from "../../../shader/chunk/sdf/SURFACE_POINT_3D.js";
24
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
25
- import { ComputeShader } from "../../../shader/ComputeShader.js";
26
- import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
27
- import { sr_create_group_RTX } from "../../../geometry/sr_create_group_RTX.js";
28
- import { chunk_refine_probe_placement } from "./chunk_refine_probe_placement.js";
29
-
30
- const INITIAL_PLACEMENT_SETTINGS_STRUCT = WebGPUStruct.from({
31
- bounds: AABB3_STRUCT,
32
- resolution: vec3u
33
- });
34
-
35
- const POSITION_COLLECTION_STRUCT = WebGPUStruct.from({
36
- count: atomic_u32,
37
- data: WebGPUArray.f32
38
- });
39
-
40
- const resources = new ShaderResourceSetDescriptor();
41
- resources.createGroup()
42
- .addUniform("settings", INITIAL_PLACEMENT_SETTINGS_STRUCT)
43
- .addStorageBuffer("out", POSITION_COLLECTION_STRUCT, true)
44
- ;
45
-
46
- sr_create_group_RTX(resources)
47
-
48
- const chunk_attempt_refine_probe_placement = CodeChunk.from(
49
- //language=WGSL
50
- `
51
- fn attempt_refine_probe_placement(
52
- output:ptr<function,vec3f>,
53
- probe_origin: vec3f,
54
- hit: ${SURFACE_POINT_3D.wgsl_ref},
55
- cell_size: vec3f,
56
- ) -> bool{
57
- var probe_position = probe_origin;
58
-
59
- let to_hit = hit.position - probe_origin;
60
-
61
- // don't allow motion within the entire cell, to prevent overlapping probes and sharp angles between them
62
- let cell_bounds = ${AABB3_STRUCT.wgsl_ref}(
63
- probe_origin - cell_size*0.3,
64
- probe_origin + cell_size*0.3,
65
- );
66
-
67
- // hit is within this cell
68
- probe_position = refine_probe_placement(probe_position, hit, cell_bounds);
69
-
70
- let cell_bounding_sphere_radius = length( cell_size );
71
-
72
- // check new distance
73
- let corrected_hit = scene_point_query_nearest(probe_position, cell_bounding_sphere_radius);
74
-
75
- let new_to_hit = corrected_hit.position - probe_position;
76
-
77
- if(dot(corrected_hit.normal, new_to_hit) > 0){
78
- // new position is behind closest surface
79
- return false;
80
- }
81
-
82
- let new_distance = length(new_to_hit);
83
- let old_distance = length(to_hit);
84
-
85
- if(old_distance < cell_bounding_sphere_radius * 0.2 && new_distance < old_distance){
86
- // we got a bad refinement
87
- return false;
88
- }
89
-
90
- if(new_distance < cell_bounding_sphere_radius * 0.05){
91
- // probe too close to geometry
92
- return false;
93
- }
94
-
95
- let offset = probe_position - probe_origin;
96
-
97
- var penetration_ray: ${RAY_STRUCT.wgsl_ref};
98
- penetration_ray.origin = probe_origin;
99
- penetration_ray.direction = normalize(offset);
100
- penetration_ray.tmax = length(offset);
101
-
102
- if(ray_query_occluded(penetration_ray)){
103
- // bad probe, moved through something
104
- return false;
105
- }
106
-
107
- if(scene_point_query_is_inside_geometry(probe_position, length(cell_bounding_sphere_radius))){
108
- // bad probe
109
- return false;
110
- }
111
-
112
- *output = probe_position;
113
-
114
- return true;
115
- }
116
- `, [
117
- chunk_refine_probe_placement,
118
- ]
119
- )
120
-
121
- const chunk_generate_probes = CodeChunk.from(
122
- //language=WGSL
123
- `
124
-
125
- @compute @workgroup_size(16,16,1)
126
- fn main(
127
- @builtin(global_invocation_id) global_id : vec3<u32>,
128
- ){
129
- if(any(global_id >= settings.resolution) ){
130
- // too far
131
- return;
132
- }
133
-
134
-
135
- let bounds = settings.bounds;
136
- let bounds_span = bounds.max - bounds.min;
137
-
138
- let max_coord_i = settings.resolution - 1u;
139
-
140
- let cell_size = bounds_span / vec3<f32>(max_coord_i);
141
-
142
- let cell_bounding_sphere_radius = length( cell_size );
143
-
144
- let probe_origin = vec3<f32>(global_id) * cell_size + bounds.min;
145
-
146
- let hit = scene_point_query_nearest(probe_origin, cell_bounding_sphere_radius);
147
-
148
- if(hit.primitive == ${UINT32_MAX}){
149
- // hit nothing, this position is useless
150
- return;
151
- }
152
-
153
- let to_hit = hit.position - probe_origin;
154
-
155
- if(any(abs(to_hit) > cell_size)){
156
- // hit crosses cell boundary, too far
157
- return;
158
- }
159
-
160
- var probe_position = probe_origin;
161
-
162
- if(any( abs(to_hit) < cell_size*0.5 )){
163
- // some geometry is within the cell bounds
164
- let refinement_succeeded = attempt_refine_probe_placement(
165
- &probe_position,
166
- probe_origin,
167
- hit,
168
- cell_size
169
- );
170
-
171
- if(!refinement_succeeded){
172
- return ;
173
- }
174
- }
175
-
176
- if(scene_point_query_is_inside_geometry(probe_position, cell_bounding_sphere_radius*4)){
177
- // bad probe
178
- return;
179
- }
180
-
181
- let probe_index = atomicAdd(&out.count,1);
182
-
183
- if(probe_index*3u + 2u >= arrayLength(&out.data)){
184
- // output buffer is full
185
- return;
186
- }
187
-
188
- out.data[probe_index*3] = probe_position.x;
189
- out.data[probe_index*3 + 1] = probe_position.y;
190
- out.data[probe_index*3 + 2] = probe_position.z;
191
-
192
- }
193
- `, [
194
- INITIAL_PLACEMENT_SETTINGS_STRUCT.declaration_chunk,
195
- POSITION_COLLECTION_STRUCT.declaration_chunk,
196
- RAY_STRUCT.declaration_chunk,
197
- BVH2_NODE_STRUCT.declaration_chunk,
198
- GEOMETRY_METADATA_STRUCT.declaration_chunk,
199
- BVH_STRUCT.declaration_chunk,
200
- chunk_array_to_aabb3,
201
- chunk_scene_point_query_nearest,
202
- chunk_scene_point_query_is_inside_geometry,
203
- chunk_attempt_refine_probe_placement,
204
- chunk_ray_query_occluded,
205
- ]);
206
-
207
- const shader_initial_placement = ComputeShader.from({
208
- label: "Probe Placement / initial",
209
- body: chunk_generate_probes,
210
- resources,
211
- })
212
-
213
-
214
- /**
215
- *
216
- * @param {GPUSceneContext} scene
217
- * @param {GraphicsContext} graphics
218
- * @param {number} [resolution] probes per cubic meter
219
- */
220
- export async function graph_generate_probe_locations({
221
- scene,
222
- graphics,
223
- resolution = 2
224
- }) {
225
- /*
226
- FIXME the delay is due to some kind of race condition that prevents something from being updated, here's potential list:
227
- - BLAS
228
- - TLAS
229
- - instance metadata
230
- - geometry metadata
231
- - geometry indices/vertices
232
- */
233
-
234
- await delay(10);
235
-
236
- graphics.update();
237
- scene.update(graphics);
238
-
239
- const geometries = scene.geometries;
240
-
241
-
242
- assert.isNonNegativeInteger(resolution, 'resolution');
243
- assert.greaterThanOrEqual(resolution, 2, 'must be at least 2');
244
-
245
- const graph = new FrameGraph('generate probe positions');
246
-
247
- const data_initial_placement = {};
248
-
249
- const bounds = scene.scene.instances.bounding_box;
250
-
251
- const largest_bounds_dimension = Math.max(bounds.width, bounds.height, bounds.depth);
252
- bounds.grow(Math.max(largest_bounds_dimension, 1e-5) * 0.05);
253
-
254
-
255
- const step_size_limit = largest_bounds_dimension / resolution;
256
-
257
- const resolution_x = Math.max(2, Math.round(bounds.width / step_size_limit));
258
- const resolution_y = Math.max(2, Math.round(bounds.height / step_size_limit));
259
- const resolution_z = Math.max(2, Math.round(bounds.depth / step_size_limit));
260
-
261
- const voxel_size = new Vector3(
262
- bounds.width / resolution_x,
263
- bounds.height / resolution_y,
264
- bounds.depth / resolution_z,
265
- );
266
-
267
- // expand by a voxel to add half a voxel border around the scene
268
- bounds.x0 -= voxel_size.x * 0.5;
269
- bounds.y0 -= voxel_size.y * 0.5;
270
- bounds.z0 -= voxel_size.z * 0.5;
271
-
272
- bounds.x1 += voxel_size.x * 0.5;
273
- bounds.y1 += voxel_size.y * 0.5;
274
- bounds.z1 += voxel_size.z * 0.5;
275
-
276
- const pass_initial = graph.add("initial point placement", data_initial_placement,
277
-
278
- /**
279
- *
280
- * @param {} data
281
- * @param {FramePassResources} resources
282
- * @param {GraphicsExecutionContext} context
283
- */
284
- (data, resources, context) => {
285
-
286
- const encoder = context.encoder;
287
-
288
- const buffer_settings = encoder.allocateTransientValueBuffer(
289
- INITIAL_PLACEMENT_SETTINGS_STRUCT, {
290
- bounds: {
291
- min: [bounds.x0, bounds.y0, bounds.z0],
292
- max: [bounds.x1, bounds.y1, bounds.z1],
293
- },
294
- resolution: [resolution_x, resolution_y, resolution_z]
295
- }, GPUBufferUsage.UNIFORM);
296
-
297
- const buffer_output = resources.get(data.out);
298
-
299
- /**
300
- *
301
- * @type {GPUGeometryBVHManager}
302
- */
303
- const blas = geometries.blas;
304
-
305
-
306
- shader_initial_placement.dispatch({
307
- encoder,
308
- group_count_x:Math.ceil(resolution_x / 16),
309
- group_count_y:Math.ceil(resolution_y / 16),
310
- group_count_z:resolution_z,
311
- bindings:{
312
- settings: buffer_settings,
313
- out: buffer_output,
314
-
315
- //
316
- scene_database: scene.scene_database_buffer,
317
- tlas: scene.tlas.buffer,
318
- blas_lookup: blas.buffer_metadata,
319
- blas_data: blas.buffer_data,
320
- geometries: geometries.buffer_metadata,
321
-
322
- meshlet_metadata: geometries.meshlets.buffer_metadata,
323
- meshlet_data: geometries.meshlets.buffer_data,
324
- }
325
- })
326
-
327
- });
328
-
329
- const out_buffer_descriptor = BufferResourceDescriptor.from(
330
- // + 4 for the atomic_u32 count header that precedes the data array in POSITION_COLLECTION_STRUCT
331
- resolution * resolution * resolution * Float32Array.BYTES_PER_ELEMENT * 3 + 4,
332
- GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC
333
- );
334
-
335
- const out_buffer = graphics.buffer_allocator_main.get(out_buffer_descriptor);
336
-
337
-
338
- const out_resource = graph.import_resource("out", out_buffer_descriptor, out_buffer);
339
- data_initial_placement.out = pass_initial.write(out_resource);
340
-
341
-
342
- const encoder = ShadeGPUCommandContext.create(graphics);
343
-
344
- encoder.encodeGraph(graph);
345
-
346
- encoder.finish();
347
-
348
- const [position_data] = await inspect_gpu_buffer_typed({
349
- buffer: out_buffer,
350
- device: graphics.device,
351
- type: POSITION_COLLECTION_STRUCT,
352
- count: 1
353
- });
354
-
355
- graphics.buffer_allocator_main.release(out_buffer);
356
-
357
- const gpu_lpv = scene.light_probe_volume;
358
- const buffer_lpv_probes = gpu_lpv.buffer_probes;
359
-
360
- const possible_count = resolution_x * resolution_y * resolution_z;
361
-
362
- const generated_count = position_data.count;
363
- console.warn(`Probe count = ${generated_count}, ${(generated_count * 100 / possible_count).toFixed(2)}%`, position_data);
364
-
365
- gpu_lpv.source.positions = position_data.data.slice(0, generated_count * 3);
366
- gpu_lpv.source.build_mesh();
367
-
1
+ import { assert } from "../../../../../core/assert.js";
2
+ import { UINT32_MAX } from "../../../../../core/binary/UINT32_MAX.js";
3
+ import Vector3 from "../../../../../core/geom/Vector3.js";
4
+ import { delay } from "../../../../../core/process/delay.js";
5
+ import { FrameGraph } from "../../../../../engine/graphics/render/frame_graph/FrameGraph.js";
6
+ import { BufferResourceDescriptor } from "../../../../device/graph/BufferResourceDescriptor.js";
7
+ import { ShadeGPUCommandContext } from "../../../../device/ShadeGPUCommandContext.js";
8
+ import { atomic_u32, vec3u } 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 { inspect_gpu_buffer_typed } from "../../../buffer/inspect_gpu_buffer_typed.js";
12
+ import { GEOMETRY_METADATA_STRUCT } from "../../../geometry/GEOMETRY_METADATA_STRUCT.js";
13
+ import { BVH2_NODE_STRUCT } from "../../../shader/chunk/bvh/BVH2_NODE_STRUCT.js";
14
+ import { BVH_STRUCT } from "../../../shader/chunk/bvh/BVH_STRUCT.js";
15
+ import { AABB3_STRUCT } from "../../../shader/chunk/geometry/aabb3/AABB3_STRUCT.js";
16
+ import { chunk_array_to_aabb3 } from "../../../shader/chunk/geometry/aabb3/chunk_array_to_aabb3.js";
17
+ import { chunk_ray_query_occluded } from "../../../shader/chunk/geometry/ray/chunk_ray_query_occluded.js";
18
+ import {
19
+ chunk_scene_point_query_is_inside_geometry
20
+ } from "../../../shader/chunk/geometry/ray/chunk_scene_point_query_is_inside_geometry.js";
21
+ import { RAY_STRUCT } from "../../../shader/chunk/geometry/ray/RAY_STRUCT.js";
22
+ import { chunk_scene_point_query_nearest } from "../../../shader/chunk/sdf/chunk_scene_point_query_nearest.js";
23
+ import { SURFACE_POINT_3D } from "../../../shader/chunk/sdf/SURFACE_POINT_3D.js";
24
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
25
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
26
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
27
+ import { sr_create_group_RTX } from "../../../geometry/sr_create_group_RTX.js";
28
+ import { chunk_refine_probe_placement } from "./chunk_refine_probe_placement.js";
29
+
30
+ const INITIAL_PLACEMENT_SETTINGS_STRUCT = WebGPUStruct.from({
31
+ bounds: AABB3_STRUCT,
32
+ resolution: vec3u
33
+ });
34
+
35
+ const POSITION_COLLECTION_STRUCT = WebGPUStruct.from({
36
+ count: atomic_u32,
37
+ data: WebGPUArray.f32
38
+ });
39
+
40
+ const resources = new ShaderResourceSetDescriptor();
41
+ resources.createGroup()
42
+ .addUniform("settings", INITIAL_PLACEMENT_SETTINGS_STRUCT)
43
+ .addStorageBuffer("out", POSITION_COLLECTION_STRUCT, true)
44
+ ;
45
+
46
+ sr_create_group_RTX(resources)
47
+
48
+ const chunk_attempt_refine_probe_placement = CodeChunk.from(
49
+ //language=WGSL
50
+ `
51
+ fn attempt_refine_probe_placement(
52
+ output:ptr<function,vec3f>,
53
+ probe_origin: vec3f,
54
+ hit: ${SURFACE_POINT_3D.wgsl_ref},
55
+ cell_size: vec3f,
56
+ ) -> bool{
57
+ var probe_position = probe_origin;
58
+
59
+ let to_hit = hit.position - probe_origin;
60
+
61
+ // don't allow motion within the entire cell, to prevent overlapping probes and sharp angles between them
62
+ let cell_bounds = ${AABB3_STRUCT.wgsl_ref}(
63
+ probe_origin - cell_size*0.3,
64
+ probe_origin + cell_size*0.3,
65
+ );
66
+
67
+ // hit is within this cell
68
+ probe_position = refine_probe_placement(probe_position, hit, cell_bounds);
69
+
70
+ let cell_bounding_sphere_radius = length( cell_size );
71
+
72
+ // check new distance
73
+ let corrected_hit = scene_point_query_nearest(probe_position, cell_bounding_sphere_radius);
74
+
75
+ let new_to_hit = corrected_hit.position - probe_position;
76
+
77
+ if(dot(corrected_hit.normal, new_to_hit) > 0){
78
+ // new position is behind closest surface
79
+ return false;
80
+ }
81
+
82
+ let new_distance = length(new_to_hit);
83
+ let old_distance = length(to_hit);
84
+
85
+ if(old_distance < cell_bounding_sphere_radius * 0.2 && new_distance < old_distance){
86
+ // we got a bad refinement
87
+ return false;
88
+ }
89
+
90
+ if(new_distance < cell_bounding_sphere_radius * 0.05){
91
+ // probe too close to geometry
92
+ return false;
93
+ }
94
+
95
+ let offset = probe_position - probe_origin;
96
+
97
+ var penetration_ray: ${RAY_STRUCT.wgsl_ref};
98
+ penetration_ray.origin = probe_origin;
99
+ penetration_ray.direction = normalize(offset);
100
+ penetration_ray.tmax = length(offset);
101
+
102
+ if(ray_query_occluded(penetration_ray)){
103
+ // bad probe, moved through something
104
+ return false;
105
+ }
106
+
107
+ if(scene_point_query_is_inside_geometry(probe_position, length(cell_bounding_sphere_radius))){
108
+ // bad probe
109
+ return false;
110
+ }
111
+
112
+ *output = probe_position;
113
+
114
+ return true;
115
+ }
116
+ `, [
117
+ chunk_refine_probe_placement,
118
+ ]
119
+ )
120
+
121
+ const chunk_generate_probes = CodeChunk.from(
122
+ //language=WGSL
123
+ `
124
+
125
+ @compute @workgroup_size(16,16,1)
126
+ fn main(
127
+ @builtin(global_invocation_id) global_id : vec3<u32>,
128
+ ){
129
+ if(any(global_id >= settings.resolution) ){
130
+ // too far
131
+ return;
132
+ }
133
+
134
+
135
+ let bounds = settings.bounds;
136
+ let bounds_span = bounds.max - bounds.min;
137
+
138
+ let max_coord_i = settings.resolution - 1u;
139
+
140
+ let cell_size = bounds_span / vec3<f32>(max_coord_i);
141
+
142
+ let cell_bounding_sphere_radius = length( cell_size );
143
+
144
+ let probe_origin = vec3<f32>(global_id) * cell_size + bounds.min;
145
+
146
+ let hit = scene_point_query_nearest(probe_origin, cell_bounding_sphere_radius);
147
+
148
+ if(hit.primitive == ${UINT32_MAX}){
149
+ // hit nothing, this position is useless
150
+ return;
151
+ }
152
+
153
+ let to_hit = hit.position - probe_origin;
154
+
155
+ if(any(abs(to_hit) > cell_size)){
156
+ // hit crosses cell boundary, too far
157
+ return;
158
+ }
159
+
160
+ var probe_position = probe_origin;
161
+
162
+ if(any( abs(to_hit) < cell_size*0.5 )){
163
+ // some geometry is within the cell bounds
164
+ let refinement_succeeded = attempt_refine_probe_placement(
165
+ &probe_position,
166
+ probe_origin,
167
+ hit,
168
+ cell_size
169
+ );
170
+
171
+ if(!refinement_succeeded){
172
+ return ;
173
+ }
174
+ }
175
+
176
+ if(scene_point_query_is_inside_geometry(probe_position, cell_bounding_sphere_radius*4)){
177
+ // bad probe
178
+ return;
179
+ }
180
+
181
+ let probe_index = atomicAdd(&out.count,1);
182
+
183
+ if(probe_index*3u + 2u >= arrayLength(&out.data)){
184
+ // output buffer is full
185
+ return;
186
+ }
187
+
188
+ out.data[probe_index*3] = probe_position.x;
189
+ out.data[probe_index*3 + 1] = probe_position.y;
190
+ out.data[probe_index*3 + 2] = probe_position.z;
191
+
192
+ }
193
+ `, [
194
+ INITIAL_PLACEMENT_SETTINGS_STRUCT.declaration_chunk,
195
+ POSITION_COLLECTION_STRUCT.declaration_chunk,
196
+ RAY_STRUCT.declaration_chunk,
197
+ BVH2_NODE_STRUCT.declaration_chunk,
198
+ GEOMETRY_METADATA_STRUCT.declaration_chunk,
199
+ BVH_STRUCT.declaration_chunk,
200
+ chunk_array_to_aabb3,
201
+ chunk_scene_point_query_nearest,
202
+ chunk_scene_point_query_is_inside_geometry,
203
+ chunk_attempt_refine_probe_placement,
204
+ chunk_ray_query_occluded,
205
+ ]);
206
+
207
+ const shader_initial_placement = ComputeShader.from({
208
+ label: "Probe Placement / initial",
209
+ body: chunk_generate_probes,
210
+ resources,
211
+ })
212
+
213
+
214
+ /**
215
+ *
216
+ * @param {GPUSceneContext} scene
217
+ * @param {GraphicsContext} graphics
218
+ * @param {number} [resolution] probes per cubic meter
219
+ */
220
+ export async function graph_generate_probe_locations({
221
+ scene,
222
+ graphics,
223
+ resolution = 2
224
+ }) {
225
+ /*
226
+ FIXME the delay is due to some kind of race condition that prevents something from being updated, here's potential list:
227
+ - BLAS
228
+ - TLAS
229
+ - instance metadata
230
+ - geometry metadata
231
+ - geometry indices/vertices
232
+ */
233
+
234
+ await delay(10);
235
+
236
+ graphics.update();
237
+ scene.update(graphics);
238
+
239
+ const geometries = scene.geometries;
240
+
241
+
242
+ assert.isNonNegativeInteger(resolution, 'resolution');
243
+ assert.greaterThanOrEqual(resolution, 2, 'must be at least 2');
244
+
245
+ const graph = new FrameGraph('generate probe positions');
246
+
247
+ const data_initial_placement = {};
248
+
249
+ const bounds = scene.scene.instances.bounding_box;
250
+
251
+ const largest_bounds_dimension = Math.max(bounds.width, bounds.height, bounds.depth);
252
+ bounds.grow(Math.max(largest_bounds_dimension, 1e-5) * 0.05);
253
+
254
+
255
+ const step_size_limit = largest_bounds_dimension / resolution;
256
+
257
+ const resolution_x = Math.max(2, Math.round(bounds.width / step_size_limit));
258
+ const resolution_y = Math.max(2, Math.round(bounds.height / step_size_limit));
259
+ const resolution_z = Math.max(2, Math.round(bounds.depth / step_size_limit));
260
+
261
+ const voxel_size = new Vector3(
262
+ bounds.width / resolution_x,
263
+ bounds.height / resolution_y,
264
+ bounds.depth / resolution_z,
265
+ );
266
+
267
+ // expand by a voxel to add half a voxel border around the scene
268
+ bounds.x0 -= voxel_size.x * 0.5;
269
+ bounds.y0 -= voxel_size.y * 0.5;
270
+ bounds.z0 -= voxel_size.z * 0.5;
271
+
272
+ bounds.x1 += voxel_size.x * 0.5;
273
+ bounds.y1 += voxel_size.y * 0.5;
274
+ bounds.z1 += voxel_size.z * 0.5;
275
+
276
+ const pass_initial = graph.add("initial point placement", data_initial_placement,
277
+
278
+ /**
279
+ *
280
+ * @param {} data
281
+ * @param {FramePassResources} resources
282
+ * @param {GraphicsExecutionContext} context
283
+ */
284
+ (data, resources, context) => {
285
+
286
+ const encoder = context.encoder;
287
+
288
+ const buffer_settings = encoder.allocateTransientValueBuffer(
289
+ INITIAL_PLACEMENT_SETTINGS_STRUCT, {
290
+ bounds: {
291
+ min: [bounds.x0, bounds.y0, bounds.z0],
292
+ max: [bounds.x1, bounds.y1, bounds.z1],
293
+ },
294
+ resolution: [resolution_x, resolution_y, resolution_z]
295
+ }, GPUBufferUsage.UNIFORM);
296
+
297
+ const buffer_output = resources.get(data.out);
298
+
299
+ /**
300
+ *
301
+ * @type {GPUGeometryBVHManager}
302
+ */
303
+ const blas = geometries.blas;
304
+
305
+
306
+ shader_initial_placement.dispatchThreads({
307
+ encoder,
308
+ thread_count_x: resolution_x,
309
+ thread_count_y: resolution_y,
310
+ thread_count_z: resolution_z,
311
+ bindings:{
312
+ settings: buffer_settings,
313
+ out: buffer_output,
314
+
315
+ //
316
+ scene_database: scene.scene_database_buffer,
317
+ tlas: scene.tlas.buffer,
318
+ blas_lookup: blas.buffer_metadata,
319
+ blas_data: blas.buffer_data,
320
+ geometries: geometries.buffer_metadata,
321
+
322
+ meshlet_metadata: geometries.meshlets.buffer_metadata,
323
+ meshlet_data: geometries.meshlets.buffer_data,
324
+ }
325
+ })
326
+
327
+ });
328
+
329
+ const out_buffer_descriptor = BufferResourceDescriptor.from(
330
+ // + 4 for the atomic_u32 count header that precedes the data array in POSITION_COLLECTION_STRUCT
331
+ resolution * resolution * resolution * Float32Array.BYTES_PER_ELEMENT * 3 + 4,
332
+ GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC
333
+ );
334
+
335
+ const out_buffer = graphics.buffer_allocator_main.get(out_buffer_descriptor);
336
+
337
+
338
+ const out_resource = graph.import_resource("out", out_buffer_descriptor, out_buffer);
339
+ data_initial_placement.out = pass_initial.write(out_resource);
340
+
341
+
342
+ const encoder = ShadeGPUCommandContext.create(graphics);
343
+
344
+ encoder.encodeGraph(graph);
345
+
346
+ encoder.finish();
347
+
348
+ const [position_data] = await inspect_gpu_buffer_typed({
349
+ buffer: out_buffer,
350
+ device: graphics.device,
351
+ type: POSITION_COLLECTION_STRUCT,
352
+ count: 1
353
+ });
354
+
355
+ graphics.buffer_allocator_main.release(out_buffer);
356
+
357
+ const gpu_lpv = scene.light_probe_volume;
358
+ const buffer_lpv_probes = gpu_lpv.buffer_probes;
359
+
360
+ const possible_count = resolution_x * resolution_y * resolution_z;
361
+
362
+ const generated_count = position_data.count;
363
+ console.warn(`Probe count = ${generated_count}, ${(generated_count * 100 / possible_count).toFixed(2)}%`, position_data);
364
+
365
+ gpu_lpv.source.positions = position_data.data.slice(0, generated_count * 3);
366
+ gpu_lpv.source.build_mesh();
367
+
368
368
  }