@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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  283. package/src/shade/renderer/path_tracer/graph_path_trace_scene.js +184 -184
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  393. package/src/view/minimap/Minimap.d.ts +2 -2
  394. package/src/view/minimap/Minimap.d.ts.map +1 -1
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  396. package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
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@@ -1,169 +1,169 @@
1
- import { GPUShaderStage } from "../../../descriptor/GPUShaderStage.js";
2
- import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
3
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
4
- import { G_BUFFER_COLOR_TARGETS } from "../../gbuffer/G_BUFFER_COLOR_TARGETS.js";
5
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
6
- import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
7
- import { ShaderResourceGroupDescriptor } from "../../shader/resource/ShaderResourceGroupDescriptor.js";
8
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
9
- import { VT_STACK_INFO_STRUCT } from "../../texture/virtual/VT_STACK_INFO_STRUCT.js";
10
- import { MATERIAL_METADATA_STRUCT } from "../MATERIAL_METADATA_STRUCT.js";
11
- import {
12
- build_gbuffer_fragment_body,
13
- g_buffer_scene_resources,
14
- g_buffer_viz_resources,
15
- } from "./fragment_gbuffer.js";
16
- import { material_gbuffer_vertex_shader_code } from "./material_gbuffer_vertex.js";
17
-
18
- /**
19
- * Group 0 of the virtual-texture material variant. Replaces the four
20
- * per-material texture bindings of the standard group with the VT globals:
21
- * the shared page table, the stack info buffer and the physical cache
22
- * layers — identical for every VT material, which is what lets hundreds of
23
- * them share one pipeline and the same feedback/table infrastructure.
24
- * Emissive stays a regular per-material texture (emissive maps are rarely
25
- * the memory problem VT solves).
26
- *
27
- * `material_info` must stay at binding 0 — the shared vertex stage
28
- * ({@link material_gbuffer_vertex_shader_code}) addresses it there.
29
- */
30
- export const SHADING_MATERIAL_VT_RESOURCE_GROUP = new ShaderResourceGroupDescriptor();
31
-
32
- SHADING_MATERIAL_VT_RESOURCE_GROUP.label = "Material VT";
33
-
34
- SHADING_MATERIAL_VT_RESOURCE_GROUP
35
- .addUniform("material_info", MATERIAL_METADATA_STRUCT)
36
- .addTexture("texture_emissive", "float")
37
- .addSampler("texture_emissive_sampler")
38
- .addTexture("vt_page_table", "uint")
39
- .addStorageBuffer("vt_stacks", WebGPUArray.from(VT_STACK_INFO_STRUCT))
40
- .addTexture("vt_cache_albedo", "float")
41
- .addTexture("vt_cache_normal", "float")
42
- .addTexture("vt_cache_orm", "float")
43
- .addSampler("vt_cache_sampler");
44
-
45
- export const vt_gbuffer_shader_resources = new ShaderResourceSetDescriptor();
46
-
47
- // group order mirrors the standard material set — groups 1 and 2 are the
48
- // *same descriptor objects*, so the two pipelines are bind-group compatible
49
- // and the material pass can set viz/scene groups once for both
50
- vt_gbuffer_shader_resources.addGroup(SHADING_MATERIAL_VT_RESOURCE_GROUP);
51
- vt_gbuffer_shader_resources.addGroup(g_buffer_viz_resources);
52
- vt_gbuffer_shader_resources.addGroup(g_buffer_scene_resources);
53
-
54
- vt_gbuffer_shader_resources.addVisibility(GPUShaderStage.FRAGMENT);
55
- vt_gbuffer_shader_resources.getResourceByName("material_info").addVisibility(GPUShaderStage.VERTEX);
56
-
57
- const chunk_vt_sample_layer = new WeakMap();
58
-
59
- /**
60
- * Build the VT variant of the G-buffer material pipeline for a concrete
61
- * cache geometry. Called (and memoized) by the VirtualTextureManager once
62
- * its configuration is frozen.
63
- *
64
- * Sampling model (v1): one page-table fetch per pixel serves all three
65
- * layers — the stack's UV set, wrap mode and residency resolve once, then
66
- * albedo/normal/ORM are three bilinear fetches at the same physical
67
- * coordinate in their respective atlases. Missing layers and not-yet-
68
- * resident cells fall back to per-layer neutral values (albedo falls back
69
- * to the stack's average colour).
70
- *
71
- * @param {CodeChunk} chunk_vt_lookup from {@link build_chunk_vt_lookup}
72
- * @returns {RenderPipelineDescriptor}
73
- */
74
- export function build_vt_material_pipeline_descriptor(chunk_vt_lookup) {
75
-
76
- let sample_chunk = chunk_vt_sample_layer.get(chunk_vt_lookup);
77
-
78
- if (sample_chunk === undefined) {
79
- sample_chunk = CodeChunk.from(
80
- //language=WGSL
81
- `
82
- fn vt_sample_layer(
83
- cache: texture_2d<f32>,
84
- cache_sampler: sampler,
85
- phys: VTPhysical,
86
- available: bool,
87
- fallback: vec4<f32>,
88
- ) -> vec4<f32> {
89
- if (!available) {
90
- return fallback;
91
- }
92
-
93
- // physical atlases are single-mip; virtual mip selection already
94
- // happened through the page table
95
- return textureSampleLevel(cache, cache_sampler, phys.uv, 0.0);
96
- }
97
- `,
98
- [chunk_vt_lookup]
99
- );
100
-
101
- chunk_vt_sample_layer.set(chunk_vt_lookup, sample_chunk);
102
- }
103
-
104
- const body = build_gbuffer_fragment_body(
105
- {
106
- prelude: `
107
- // ── virtual texture resolve, once per pixel for all layers ──────
108
- let vt_info = vt_stacks[material_info.vt_stack];
109
- let vt_layer_mask = vt_info.flags >> 8u;
110
-
111
- if ((vt_info.flags & VT_STACK_FLAG_UV_SET_1) != 0u) {
112
- // stack binds the second UV set — re-interpolate and re-bias
113
- uv_info = barycentric_interpolate_uv(barycentric, vertex_0.uv1, vertex_1.uv1, vertex_2.uv1);
114
- uv_info.ddx *= uv_derivative_bias.x;
115
- uv_info.ddy *= uv_derivative_bias.y;
116
- }
117
-
118
- let vt_uv = vt_stack_wrap_uv(uv_info.uv, vt_info.flags);
119
- let vt_mip = vt_mip_select(vt_info, uv_info.ddx, uv_info.ddy, 0.0);
120
- let vt_entry = vt_page_table_load(vt_page_table, vt_info, vt_uv, vt_mip);
121
-
122
- var vt_phys = VTPhysical(vec2<f32>(0.0), 0.0);
123
-
124
- if (vt_entry.valid) {
125
- vt_phys = vt_physical_uv(vt_entry, vt_info, vt_uv);
126
- }
127
- `,
128
- orm: `vt_sample_layer(vt_cache_orm, vt_cache_sampler, vt_phys, vt_entry.valid && (vt_layer_mask & 4u) != 0u, vec4<f32>(1.0, 1.0, 0.0, 1.0))`,
129
- normal: `vt_sample_layer(vt_cache_normal, vt_cache_sampler, vt_phys, vt_entry.valid && (vt_layer_mask & 2u) != 0u, vec4<f32>(0.5, 0.5, 1.0, 1.0)).rgb * 2.0 - 1.0`,
130
- diffuse: `vt_sample_layer(vt_cache_albedo, vt_cache_sampler, vt_phys, vt_entry.valid && (vt_layer_mask & 1u) != 0u, vt_info.average_color)`,
131
- emissive: `textureSampleBarycentric(texture_emissive, texture_emissive_sampler, uv_info).rgb`,
132
- },
133
- [
134
- sample_chunk,
135
- ]
136
- );
137
-
138
- const shader = ShaderDescriptor.from({
139
- label: "Material / GBuffer laydown (virtual texture)",
140
- resources: vt_gbuffer_shader_resources,
141
- body,
142
- });
143
-
144
- return RenderPipelineDescriptor.from({
145
- label: "VT material / Viz-Buffer to G-Buffer laydown",
146
- layout: vt_gbuffer_shader_resources.generatePipelineLayoutDescriptor(),
147
- vertex: {
148
- module: {
149
- code: material_gbuffer_vertex_shader_code
150
- }
151
- },
152
- fragment: {
153
- module: {
154
- code: shader.compile(),
155
- },
156
- targets: G_BUFFER_COLOR_TARGETS
157
- },
158
- depthStencil: {
159
- // depth is a material mask — see the standard material pipeline
160
- depthCompare: 'equal',
161
- format: 'depth32float',
162
- depthWriteEnabled: false
163
- },
164
- primitive: {
165
- topology: 'triangle-list',
166
- cullMode: 'none',
167
- }
168
- });
169
- }
1
+ import { GPUShaderStage } from "../../../descriptor/GPUShaderStage.js";
2
+ import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
3
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
4
+ import { G_BUFFER_COLOR_TARGETS } from "../../gbuffer/G_BUFFER_COLOR_TARGETS.js";
5
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
6
+ import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
7
+ import { ShaderResourceGroupDescriptor } from "../../shader/resource/ShaderResourceGroupDescriptor.js";
8
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
9
+ import { VT_STACK_INFO_STRUCT } from "../../texture/virtual/VT_STACK_INFO_STRUCT.js";
10
+ import { MATERIAL_METADATA_STRUCT } from "../MATERIAL_METADATA_STRUCT.js";
11
+ import {
12
+ build_gbuffer_fragment_body,
13
+ g_buffer_scene_resources,
14
+ g_buffer_viz_resources,
15
+ } from "./fragment_gbuffer.js";
16
+ import { material_gbuffer_vertex_shader_code } from "./material_gbuffer_vertex.js";
17
+
18
+ /**
19
+ * Group 0 of the virtual-texture material variant. Replaces the four
20
+ * per-material texture bindings of the standard group with the VT globals:
21
+ * the shared page table, the stack info buffer and the physical cache
22
+ * layers — identical for every VT material, which is what lets hundreds of
23
+ * them share one pipeline and the same feedback/table infrastructure.
24
+ * Emissive stays a regular per-material texture (emissive maps are rarely
25
+ * the memory problem VT solves).
26
+ *
27
+ * `material_info` must stay at binding 0 — the shared vertex stage
28
+ * ({@link material_gbuffer_vertex_shader_code}) addresses it there.
29
+ */
30
+ export const SHADING_MATERIAL_VT_RESOURCE_GROUP = new ShaderResourceGroupDescriptor();
31
+
32
+ SHADING_MATERIAL_VT_RESOURCE_GROUP.label = "Material VT";
33
+
34
+ SHADING_MATERIAL_VT_RESOURCE_GROUP
35
+ .addUniform("material_info", MATERIAL_METADATA_STRUCT)
36
+ .addTexture("texture_emissive", "float")
37
+ .addSampler("texture_emissive_sampler")
38
+ .addTexture("vt_page_table", "uint")
39
+ .addStorageBuffer("vt_stacks", WebGPUArray.from(VT_STACK_INFO_STRUCT))
40
+ .addTexture("vt_cache_albedo", "float")
41
+ .addTexture("vt_cache_normal", "float")
42
+ .addTexture("vt_cache_orm", "float")
43
+ .addSampler("vt_cache_sampler");
44
+
45
+ export const vt_gbuffer_shader_resources = new ShaderResourceSetDescriptor();
46
+
47
+ // group order mirrors the standard material set — groups 1 and 2 are the
48
+ // *same descriptor objects*, so the two pipelines are bind-group compatible
49
+ // and the material pass can set viz/scene groups once for both
50
+ vt_gbuffer_shader_resources.addGroup(SHADING_MATERIAL_VT_RESOURCE_GROUP);
51
+ vt_gbuffer_shader_resources.addGroup(g_buffer_viz_resources);
52
+ vt_gbuffer_shader_resources.addGroup(g_buffer_scene_resources);
53
+
54
+ vt_gbuffer_shader_resources.addVisibility(GPUShaderStage.FRAGMENT);
55
+ vt_gbuffer_shader_resources.getResourceByName("material_info").addVisibility(GPUShaderStage.VERTEX);
56
+
57
+ const chunk_vt_sample_layer = new WeakMap();
58
+
59
+ /**
60
+ * Build the VT variant of the G-buffer material pipeline for a concrete
61
+ * cache geometry. Called (and memoized) by the VirtualTextureManager once
62
+ * its configuration is frozen.
63
+ *
64
+ * Sampling model (v1): one page-table fetch per pixel serves all three
65
+ * layers — the stack's UV set, wrap mode and residency resolve once, then
66
+ * albedo/normal/ORM are three bilinear fetches at the same physical
67
+ * coordinate in their respective atlases. Missing layers and not-yet-
68
+ * resident cells fall back to per-layer neutral values (albedo falls back
69
+ * to the stack's average colour).
70
+ *
71
+ * @param {CodeChunk} chunk_vt_lookup from {@link build_chunk_vt_lookup}
72
+ * @returns {RenderPipelineDescriptor}
73
+ */
74
+ export function build_vt_material_pipeline_descriptor(chunk_vt_lookup) {
75
+
76
+ let sample_chunk = chunk_vt_sample_layer.get(chunk_vt_lookup);
77
+
78
+ if (sample_chunk === undefined) {
79
+ sample_chunk = CodeChunk.from(
80
+ //language=WGSL
81
+ `
82
+ fn vt_sample_layer(
83
+ cache: texture_2d<f32>,
84
+ cache_sampler: sampler,
85
+ phys: VTPhysical,
86
+ available: bool,
87
+ fallback: vec4<f32>,
88
+ ) -> vec4<f32> {
89
+ if (!available) {
90
+ return fallback;
91
+ }
92
+
93
+ // physical atlases are single-mip; virtual mip selection already
94
+ // happened through the page table
95
+ return textureSampleLevel(cache, cache_sampler, phys.uv, 0.0);
96
+ }
97
+ `,
98
+ [chunk_vt_lookup]
99
+ );
100
+
101
+ chunk_vt_sample_layer.set(chunk_vt_lookup, sample_chunk);
102
+ }
103
+
104
+ const body = build_gbuffer_fragment_body(
105
+ {
106
+ prelude: `
107
+ // ── virtual texture resolve, once per pixel for all layers ──────
108
+ let vt_info = vt_stacks[material_info.vt_stack];
109
+ let vt_layer_mask = vt_info.flags >> 8u;
110
+
111
+ if ((vt_info.flags & VT_STACK_FLAG_UV_SET_1) != 0u) {
112
+ // stack binds the second UV set — re-interpolate and re-bias
113
+ uv_info = barycentric_interpolate_uv(barycentric, vertex_0.uv1, vertex_1.uv1, vertex_2.uv1);
114
+ uv_info.ddx *= uv_derivative_bias.x;
115
+ uv_info.ddy *= uv_derivative_bias.y;
116
+ }
117
+
118
+ let vt_uv = vt_stack_wrap_uv(uv_info.uv, vt_info.flags);
119
+ let vt_mip = vt_mip_select(vt_info, uv_info.ddx, uv_info.ddy, 0.0);
120
+ let vt_entry = vt_page_table_load(vt_page_table, vt_info, vt_uv, vt_mip);
121
+
122
+ var vt_phys = VTPhysical(vec2<f32>(0.0), 0.0);
123
+
124
+ if (vt_entry.valid) {
125
+ vt_phys = vt_physical_uv(vt_entry, vt_info, vt_uv);
126
+ }
127
+ `,
128
+ orm: `vt_sample_layer(vt_cache_orm, vt_cache_sampler, vt_phys, vt_entry.valid && (vt_layer_mask & 4u) != 0u, vec4<f32>(1.0, 1.0, 0.0, 1.0))`,
129
+ normal: `vt_sample_layer(vt_cache_normal, vt_cache_sampler, vt_phys, vt_entry.valid && (vt_layer_mask & 2u) != 0u, vec4<f32>(0.5, 0.5, 1.0, 1.0)).rgb * 2.0 - 1.0`,
130
+ diffuse: `vt_sample_layer(vt_cache_albedo, vt_cache_sampler, vt_phys, vt_entry.valid && (vt_layer_mask & 1u) != 0u, vt_info.average_color)`,
131
+ emissive: `textureSampleBarycentric(texture_emissive, texture_emissive_sampler, uv_info).rgb`,
132
+ },
133
+ [
134
+ sample_chunk,
135
+ ]
136
+ );
137
+
138
+ const shader = ShaderDescriptor.from({
139
+ label: "Material / GBuffer laydown (virtual texture)",
140
+ resources: vt_gbuffer_shader_resources,
141
+ body,
142
+ });
143
+
144
+ return RenderPipelineDescriptor.from({
145
+ label: "VT material / Viz-Buffer to G-Buffer laydown",
146
+ layout: vt_gbuffer_shader_resources.generatePipelineLayoutDescriptor(),
147
+ vertex: {
148
+ module: {
149
+ code: material_gbuffer_vertex_shader_code
150
+ }
151
+ },
152
+ fragment: {
153
+ module: {
154
+ code: shader.source,
155
+ },
156
+ targets: G_BUFFER_COLOR_TARGETS
157
+ },
158
+ depthStencil: {
159
+ // depth is a material mask — see the standard material pipeline
160
+ depthCompare: 'equal',
161
+ format: 'depth32float',
162
+ depthWriteEnabled: false
163
+ },
164
+ primitive: {
165
+ topology: 'triangle-list',
166
+ cullMode: 'none',
167
+ }
168
+ });
169
+ }
@@ -1 +1 @@
1
- {"version":3,"file":"shader_object_property_process.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/object_property/shader_object_property_process.js"],"names":[],"mappings":"AAoEA;;;;;;;;;GASG;AACH,2DAKG;8BA/E2B,4BAA4B"}
1
+ {"version":3,"file":"shader_object_property_process.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/object_property/shader_object_property_process.js"],"names":[],"mappings":"AAoEA;;;;;;;;;GASG;AACH,2DAIG;8BA9E2B,4BAA4B"}
@@ -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 { GEOMETRY_METADATA_STRUCT } from "../geometry/GEOMETRY_METADATA_STRUCT.js";
4
- import { CodeChunk } from "../shader/compiler/CodeChunk.js";
5
- import { ComputeShader } from "../shader/ComputeShader.js";
6
- import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
7
- import {
8
- chunk_update_object_property_mesh_instance_bounds
9
- } from "./chunk_update_object_property_mesh_instance_bounds.js";
10
- import { MeshInstanceProperty } from "./MeshInstanceProperty.js";
11
- import { OBJECT_PROPERTY_REFERENCE_COLLECTION_READ_STRUCT } from "./OBJECT_PROPERTY_REFERENCE_COLLECTION_STRUCTS.js";
12
- import { ObjectType } from "./ObjectType.js";
13
-
14
- const WORKGROUP_SIZE = 64;
15
-
16
- const resources = new ShaderResourceSetDescriptor();
17
- resources.createGroup()
18
- .addStorageBuffer('object_property_writes', OBJECT_PROPERTY_REFERENCE_COLLECTION_READ_STRUCT, false)
19
- .addStorageBuffer('scene_database', WebGPUArray.from(u32), true)
20
- .addStorageBuffer('geometries', WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false);
21
-
22
- const body = CodeChunk.from(
23
- //language=WGSL
24
- `
25
- @compute @workgroup_size(${WORKGROUP_SIZE},1,1)
26
- fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
27
- let index = gid.x;
28
- if(index >= object_property_writes.count){
29
- return;
30
- }
31
-
32
- // Producer's atomic count keeps incrementing past arrayLength when
33
- // a frame's writes outrun the buffer; the actual record stores
34
- // get dropped, but \`count\` doesn't. Without this clamp, threads
35
- // past the array tail read OOB garbage from \`elements[index]\` and
36
- // dispatch it as if it were a real (instance, property) ref —
37
- // which then RMW-corrupts random meshes_table rows downstream.
38
- if(index >= arrayLength(&object_property_writes.elements)){
39
- return;
40
- }
41
-
42
- let _ref = object_property_writes.elements[index];
43
- let object_type = _ref.instance >> 24u;
44
- let object_index = _ref.instance & 0x00FFFFFFu;
45
-
46
- // Outer dispatch: object type. Only mesh instances are wired up so far.
47
- switch(object_type){
48
- case ${ObjectType.MeshInstance}u: {
49
- // Inner dispatch: which property of the mesh instance needs to
50
- // be refreshed. Box and sphere are computed by a single helper
51
- // that updates both — both cases route to it. We're not
52
- // deduplicating yet, so emitting both refs costs two dispatch
53
- // threads per dirty mesh.
54
- switch(_ref.property){
55
- case ${MeshInstanceProperty.BoundingBox}u,
56
- ${MeshInstanceProperty.BoundingSphere}u: {
57
- update_object_property_mesh_instance_bounds(object_index);
58
- }
59
- default: {}
60
- }
61
- }
62
- default: {}
63
- }
64
- }
65
- `, [
66
- chunk_update_object_property_mesh_instance_bounds,
67
- ]);
68
-
69
- /**
70
- * Consumes the `object_property_writes` stream and dispatches the
71
- * appropriate update function per `(object_type, property)`. Currently the
72
- * only fleshed-out path is mesh-instance bounds refresh — anything else is
73
- * a no-op until we wire it up.
74
- *
75
- * Dispatch sized to fit the producer's worst-case output for the frame
76
- * (`limits.get_limit(ObjectPropertyReference)`); each thread early-outs if
77
- * its index is past the actual count.
78
- */
79
- export const shader_object_property_process = ComputeShader.from({
80
- label: "ObjectProperty/Process",
81
- body,
82
- resources,
83
- group_size: [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 { GEOMETRY_METADATA_STRUCT } from "../geometry/GEOMETRY_METADATA_STRUCT.js";
4
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
7
+ import {
8
+ chunk_update_object_property_mesh_instance_bounds
9
+ } from "./chunk_update_object_property_mesh_instance_bounds.js";
10
+ import { MeshInstanceProperty } from "./MeshInstanceProperty.js";
11
+ import { OBJECT_PROPERTY_REFERENCE_COLLECTION_READ_STRUCT } from "./OBJECT_PROPERTY_REFERENCE_COLLECTION_STRUCTS.js";
12
+ import { ObjectType } from "./ObjectType.js";
13
+
14
+ const WORKGROUP_SIZE = 64;
15
+
16
+ const resources = new ShaderResourceSetDescriptor();
17
+ resources.createGroup()
18
+ .addStorageBuffer('object_property_writes', OBJECT_PROPERTY_REFERENCE_COLLECTION_READ_STRUCT, false)
19
+ .addStorageBuffer('scene_database', WebGPUArray.from(u32), true)
20
+ .addStorageBuffer('geometries', WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false);
21
+
22
+ const body = CodeChunk.from(
23
+ //language=WGSL
24
+ `
25
+ @compute @workgroup_size(${WORKGROUP_SIZE},1,1)
26
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
27
+ let index = gid.x;
28
+ if(index >= object_property_writes.count){
29
+ return;
30
+ }
31
+
32
+ // Producer's atomic count keeps incrementing past arrayLength when
33
+ // a frame's writes outrun the buffer; the actual record stores
34
+ // get dropped, but \`count\` doesn't. Without this clamp, threads
35
+ // past the array tail read OOB garbage from \`elements[index]\` and
36
+ // dispatch it as if it were a real (instance, property) ref —
37
+ // which then RMW-corrupts random meshes_table rows downstream.
38
+ if(index >= arrayLength(&object_property_writes.elements)){
39
+ return;
40
+ }
41
+
42
+ let _ref = object_property_writes.elements[index];
43
+ let object_type = _ref.instance >> 24u;
44
+ let object_index = _ref.instance & 0x00FFFFFFu;
45
+
46
+ // Outer dispatch: object type. Only mesh instances are wired up so far.
47
+ switch(object_type){
48
+ case ${ObjectType.MeshInstance}u: {
49
+ // Inner dispatch: which property of the mesh instance needs to
50
+ // be refreshed. Box and sphere are computed by a single helper
51
+ // that updates both — both cases route to it. We're not
52
+ // deduplicating yet, so emitting both refs costs two dispatch
53
+ // threads per dirty mesh.
54
+ switch(_ref.property){
55
+ case ${MeshInstanceProperty.BoundingBox}u,
56
+ ${MeshInstanceProperty.BoundingSphere}u: {
57
+ update_object_property_mesh_instance_bounds(object_index);
58
+ }
59
+ default: {}
60
+ }
61
+ }
62
+ default: {}
63
+ }
64
+ }
65
+ `, [
66
+ chunk_update_object_property_mesh_instance_bounds,
67
+ ]);
68
+
69
+ /**
70
+ * Consumes the `object_property_writes` stream and dispatches the
71
+ * appropriate update function per `(object_type, property)`. Currently the
72
+ * only fleshed-out path is mesh-instance bounds refresh — anything else is
73
+ * a no-op until we wire it up.
74
+ *
75
+ * Dispatch sized to fit the producer's worst-case output for the frame
76
+ * (`limits.get_limit(ObjectPropertyReference)`); each thread early-outs if
77
+ * its index is past the actual count.
78
+ */
79
+ export const shader_object_property_process = ComputeShader.from({
80
+ label: "ObjectProperty/Process",
81
+ body,
82
+ resources,
83
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_refresh_all_mesh_bounds.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/object_property/shader_refresh_all_mesh_bounds.js"],"names":[],"mappings":"AAaA,mEAEmC;AAQnC;;;;;;;;;;;;;;GAcG;AACH,2DAmBG;6BAvD0B,gCAAgC;8BAG/B,4BAA4B"}
1
+ {"version":3,"file":"shader_refresh_all_mesh_bounds.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/object_property/shader_refresh_all_mesh_bounds.js"],"names":[],"mappings":"AAaA,mEAEmC;AAQnC;;;;;;;;;;;;;;GAcG;AACH,2DAkBG;6BAtD0B,gCAAgC;8BAG/B,4BAA4B"}
@@ -1,58 +1,57 @@
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 { GEOMETRY_METADATA_STRUCT } from "../geometry/GEOMETRY_METADATA_STRUCT.js";
5
- import { CodeChunk } from "../shader/compiler/CodeChunk.js";
6
- import { ComputeShader } from "../shader/ComputeShader.js";
7
- import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
8
- import {
9
- chunk_update_object_property_mesh_instance_bounds
10
- } from "./chunk_update_object_property_mesh_instance_bounds.js";
11
-
12
- const WORKGROUP_SIZE = 64;
13
-
14
- export const REFRESH_ALL_MESH_BOUNDS_SETTINGS_STRUCT = WebGPUStruct.from({
15
- instance_count: u32,
16
- }, "RefreshAllMeshBoundsSettings");
17
-
18
- const resources = new ShaderResourceSetDescriptor();
19
- resources.createGroup()
20
- .addUniform('settings', REFRESH_ALL_MESH_BOUNDS_SETTINGS_STRUCT)
21
- .addStorageBuffer('scene_database', WebGPUArray.from(u32), true)
22
- .addStorageBuffer('geometries', WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false);
23
-
24
- /**
25
- * Recompute bounding box + bounding sphere for every mesh in the scene.
26
- *
27
- * Coarser than the OPR-stream-driven `shader_object_property_process` —
28
- * that one only refreshes meshes whose own transform was animated. When a
29
- * non-mesh ancestor (joint, anchor) is animated, its descendant meshes'
30
- * world transforms change too, but they have no animation binding and
31
- * never make it into the OPR stream. Walking descendants on the GPU to
32
- * find them is the right answer eventually; for now this pass just
33
- * refreshes everyone, paying O(instance_count) per frame to dodge the
34
- * stale-bounds → frustum-culling drop-out the targeted refresh would
35
- * otherwise leave behind.
36
- *
37
- * Dispatch one thread per mesh row in `[0, instance_count)`.
38
- */
39
- export const shader_refresh_all_mesh_bounds = ComputeShader.from({
40
- label: "ObjectProperty/RefreshAllMeshBounds",
41
- body: CodeChunk.from(
42
- //language=WGSL
43
- `
44
- @compute @workgroup_size(${WORKGROUP_SIZE},1,1)
45
- fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
46
- let mesh_row = gid.x;
47
- if(mesh_row >= settings.instance_count){
48
- return;
49
- }
50
-
51
- update_object_property_mesh_instance_bounds(mesh_row);
52
- }
53
- `, [
54
- chunk_update_object_property_mesh_instance_bounds,
55
- ]),
56
- resources,
57
- group_size: [WORKGROUP_SIZE, 1, 1],
58
- });
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 { GEOMETRY_METADATA_STRUCT } from "../geometry/GEOMETRY_METADATA_STRUCT.js";
5
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
6
+ import { ComputeShader } from "../shader/ComputeShader.js";
7
+ import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
8
+ import {
9
+ chunk_update_object_property_mesh_instance_bounds
10
+ } from "./chunk_update_object_property_mesh_instance_bounds.js";
11
+
12
+ const WORKGROUP_SIZE = 64;
13
+
14
+ export const REFRESH_ALL_MESH_BOUNDS_SETTINGS_STRUCT = WebGPUStruct.from({
15
+ instance_count: u32,
16
+ }, "RefreshAllMeshBoundsSettings");
17
+
18
+ const resources = new ShaderResourceSetDescriptor();
19
+ resources.createGroup()
20
+ .addUniform('settings', REFRESH_ALL_MESH_BOUNDS_SETTINGS_STRUCT)
21
+ .addStorageBuffer('scene_database', WebGPUArray.from(u32), true)
22
+ .addStorageBuffer('geometries', WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false);
23
+
24
+ /**
25
+ * Recompute bounding box + bounding sphere for every mesh in the scene.
26
+ *
27
+ * Coarser than the OPR-stream-driven `shader_object_property_process` —
28
+ * that one only refreshes meshes whose own transform was animated. When a
29
+ * non-mesh ancestor (joint, anchor) is animated, its descendant meshes'
30
+ * world transforms change too, but they have no animation binding and
31
+ * never make it into the OPR stream. Walking descendants on the GPU to
32
+ * find them is the right answer eventually; for now this pass just
33
+ * refreshes everyone, paying O(instance_count) per frame to dodge the
34
+ * stale-bounds → frustum-culling drop-out the targeted refresh would
35
+ * otherwise leave behind.
36
+ *
37
+ * Dispatch one thread per mesh row in `[0, instance_count)`.
38
+ */
39
+ export const shader_refresh_all_mesh_bounds = ComputeShader.from({
40
+ label: "ObjectProperty/RefreshAllMeshBounds",
41
+ body: CodeChunk.from(
42
+ //language=WGSL
43
+ `
44
+ @compute @workgroup_size(${WORKGROUP_SIZE},1,1)
45
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
46
+ let mesh_row = gid.x;
47
+ if(mesh_row >= settings.instance_count){
48
+ return;
49
+ }
50
+
51
+ update_object_property_mesh_instance_bounds(mesh_row);
52
+ }
53
+ `, [
54
+ chunk_update_object_property_mesh_instance_bounds,
55
+ ]),
56
+ resources,
57
+ });