@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
@@ -50,7 +50,6 @@ import {
50
50
  */
51
51
 
52
52
  const CAPACITY = 1 << 15; // 32k particles
53
- const EMIT_WG = 64;
54
53
  const NEAR = 0.2;
55
54
 
56
55
  async function main() {
@@ -195,10 +194,10 @@ async function main() {
195
194
  // --- emit + simulate (simulate is sized by LAST frame's GPU-written dispatch args) ---
196
195
  shader_particle_reset_counters.dispatch({ encoder: cmd, bindings: { counters }, group_count_x: 1 });
197
196
  if (requests.length > 0) {
198
- shader_particle_emit.dispatch({
197
+ shader_particle_emit.dispatchThreads({
199
198
  encoder: cmd,
200
199
  bindings: { emitters, program, vm_constants: constants, pool, spawn_requests: spawnRequests, alive_out: aliveWrite, dead, counters, u_dt: u(f32, dt), u_time: u(f32, now / 1000), u_frame: u(u32, system.frame), u_count: u(u32, requests.length), u_capacity: u(u32, CAPACITY) },
201
- group_count_x: Math.ceil(requests.length / EMIT_WG),
200
+ thread_count_x: requests.length,
202
201
  });
203
202
  }
204
203
  shader_particle_simulate.dispatchIndirect({
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_emit.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_emit.js"],"names":[],"mappings":"AAmBA;;;;;;;;;;;;GAYG;AAEH,2CAHU,aAAa,CAGwB;AA+E/C,iDAKG;8BAnH2B,+BAA+B"}
1
+ {"version":3,"file":"shader_particle_emit.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_emit.js"],"names":[],"mappings":"AAmBA;;;;;;;;;;;;GAYG;AAEH,2CAHU,aAAa,CAGwB;AA+E/C,iDAIG;8BAlH2B,+BAA+B"}
@@ -1,118 +1,117 @@
1
- import { atomic_u32, f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
- import { ComputeShader } from "../../shader/ComputeShader.js";
4
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
6
- import {
7
- PARTICLE_RECORD_HEADER_EMITTER,
8
- PARTICLE_RECORD_USER_WORD_START,
9
- PARTICLE_RECORD_WORD_COUNT,
10
- PARTICLE_VM_INSTRUCTION_WORDS,
11
- } from "../ParticleConstants.js";
12
- import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
13
- import {
14
- SPAWN_REQUEST_EMITTER_MASK,
15
- SPAWN_REQUEST_FRACTION_MAX,
16
- SPAWN_REQUEST_FRACTION_SHIFT,
17
- } from "../runtime/spawn_request_encoding.js";
18
- import { chunk_particle_context, chunk_particle_curve_disabled } from "./chunk_particle_context.js";
19
-
20
- /**
21
- * The particle emit (spawn) pass.
22
- *
23
- * Input is a flat list of spawn requests (one packed emitter-index + batch-fraction per particle
24
- * to create; built by ParticleSpawnScheduler). Per request: pop a free slot from the dead
25
- * list, clear the record, stamp the owning emitter, run that emitter's compiled SPAWN program to
26
- * initialise the particle's user-defined state, then append the slot to the new alive list.
27
- *
28
- * Runs after simulate in the frame so newly born particles join the same alive list the survivors
29
- * were compacted into. Shares the VM + context + emitter chunks with simulate.
30
- *
31
- * @type {ComputeShader}
32
- */
33
-
34
- export const PARTICLE_EMIT_WORKGROUP_SIZE = 64;
35
-
36
- const resources = new ShaderResourceSetDescriptor();
37
- resources.createGroup()
38
- .addStorageBuffer("emitters", WebGPUArray.u32, false)
39
- .addStorageBuffer("program", WebGPUArray.u32, false)
40
- .addStorageBuffer("vm_constants", WebGPUArray.u32, false)
41
- .addStorageBuffer("pool", WebGPUArray.u32, true)
42
- .addStorageBuffer("spawn_requests", WebGPUArray.u32, false)
43
- .addStorageBuffer("alive_out", WebGPUArray.u32, true)
44
- .addStorageBuffer("dead", WebGPUArray.u32, true)
45
- .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true)
46
- .addUniform("u_dt", f32)
47
- .addUniform("u_time", f32)
48
- .addUniform("u_frame", u32)
49
- .addUniform("u_count", u32)
50
- .addUniform("u_capacity", u32);
51
-
52
- const body = CodeChunk.from(/* wgsl */ `
53
- const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
54
- const PARTICLE_USER_WORD_START : u32 = ${PARTICLE_RECORD_USER_WORD_START}u;
55
- const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
56
- const PARTICLE_INSTRUCTION_WORDS : u32 = ${PARTICLE_VM_INSTRUCTION_WORDS}u;
57
- const COUNTER_ALIVE : u32 = ${PARTICLE_COUNTER.ALIVE}u;
58
- const COUNTER_DEAD : u32 = ${PARTICLE_COUNTER.DEAD}u;
59
-
60
- @compute @workgroup_size(${PARTICLE_EMIT_WORKGROUP_SIZE}, 1, 1)
61
- fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
62
- let i = gid.x;
63
- if (i >= u_count) { return; }
64
-
65
- // Packed request: low 16 bits = emitter index, high 16 = batch fraction (see
66
- // spawn_request_encoding.js). The fraction is LOCAL to this emitter's batch this frame
67
- // (SPAWN_FRACTION contract: n / spawn_count), not the global request index / u_count.
68
- let request = spawn_requests[i];
69
- let emitter_index = request & ${SPAWN_REQUEST_EMITTER_MASK}u;
70
- let spawn_fraction = f32(request >> ${SPAWN_REQUEST_FRACTION_SHIFT}u) / ${SPAWN_REQUEST_FRACTION_MAX}.0;
71
-
72
- // Pop a free slot off the dead-list stack; drop the spawn if the pool is exhausted.
73
- //
74
- // The guard must catch WRAPPED values, not just 0: when many threads race an empty stack, the
75
- // first over-pop wraps the counter to 0xFFFFFFFF before its undo lands, and a concurrent thread
76
- // then observes a huge old value. Checking only ==0 would let it index dead[old-1] with garbage
77
- // and hand out a bogus slot, corrupting a live record. The dead count can never legitimately
78
- // exceed the pool capacity, so >u_capacity identifies every wrapped state; each thread that
79
- // subtracted also adds back exactly once, so the counter converges to 0.
80
- let old_dead = atomicSub(&counters[COUNTER_DEAD], 1u);
81
- if (old_dead == 0u || old_dead > u_capacity) {
82
- atomicAdd(&counters[COUNTER_DEAD], 1u); // undo the over-pop
83
- return;
84
- }
85
- let slot = dead[old_dead - 1u];
86
- let record_base = slot * PARTICLE_RECORD_WORDS;
87
-
88
- // Clear stale user state from a recycled slot (each write targets a distinct word).
89
- for (var w = PARTICLE_USER_WORD_START; w < PARTICLE_RECORD_WORDS; w = w + 1u) {
90
- pool[record_base + w] = 0u;
91
- }
92
- pool[record_base + PARTICLE_HEADER_EMITTER] = emitter_index;
93
-
94
- let em = particle_emitter_read(&emitters, emitter_index);
95
-
96
- particle_vm_reset();
97
- particle_setup_context(em, slot, u_dt, u_time, 0.0, spawn_fraction, u_frame);
98
- particle_vm_execute(
99
- &program,
100
- em.spawn_offset * PARTICLE_INSTRUCTION_WORDS,
101
- em.spawn_count,
102
- &vm_constants,
103
- em.constant_offset,
104
- &pool,
105
- record_base,
106
- );
107
-
108
- let a = atomicAdd(&counters[COUNTER_ALIVE], 1u);
109
- alive_out[a] = slot;
110
- }
111
- `, [chunk_particle_context, chunk_particle_curve_disabled]);
112
-
113
- export const shader_particle_emit = ComputeShader.from({
114
- label: "Particle Emit",
115
- resources,
116
- body,
117
- group_size: [PARTICLE_EMIT_WORKGROUP_SIZE, 1, 1],
118
- });
1
+ import { atomic_u32, f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { ComputeShader } from "../../shader/ComputeShader.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
6
+ import {
7
+ PARTICLE_RECORD_HEADER_EMITTER,
8
+ PARTICLE_RECORD_USER_WORD_START,
9
+ PARTICLE_RECORD_WORD_COUNT,
10
+ PARTICLE_VM_INSTRUCTION_WORDS,
11
+ } from "../ParticleConstants.js";
12
+ import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
13
+ import {
14
+ SPAWN_REQUEST_EMITTER_MASK,
15
+ SPAWN_REQUEST_FRACTION_MAX,
16
+ SPAWN_REQUEST_FRACTION_SHIFT,
17
+ } from "../runtime/spawn_request_encoding.js";
18
+ import { chunk_particle_context, chunk_particle_curve_disabled } from "./chunk_particle_context.js";
19
+
20
+ /**
21
+ * The particle emit (spawn) pass.
22
+ *
23
+ * Input is a flat list of spawn requests (one packed emitter-index + batch-fraction per particle
24
+ * to create; built by ParticleSpawnScheduler). Per request: pop a free slot from the dead
25
+ * list, clear the record, stamp the owning emitter, run that emitter's compiled SPAWN program to
26
+ * initialise the particle's user-defined state, then append the slot to the new alive list.
27
+ *
28
+ * Runs after simulate in the frame so newly born particles join the same alive list the survivors
29
+ * were compacted into. Shares the VM + context + emitter chunks with simulate.
30
+ *
31
+ * @type {ComputeShader}
32
+ */
33
+
34
+ export const PARTICLE_EMIT_WORKGROUP_SIZE = 64;
35
+
36
+ const resources = new ShaderResourceSetDescriptor();
37
+ resources.createGroup()
38
+ .addStorageBuffer("emitters", WebGPUArray.u32, false)
39
+ .addStorageBuffer("program", WebGPUArray.u32, false)
40
+ .addStorageBuffer("vm_constants", WebGPUArray.u32, false)
41
+ .addStorageBuffer("pool", WebGPUArray.u32, true)
42
+ .addStorageBuffer("spawn_requests", WebGPUArray.u32, false)
43
+ .addStorageBuffer("alive_out", WebGPUArray.u32, true)
44
+ .addStorageBuffer("dead", WebGPUArray.u32, true)
45
+ .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true)
46
+ .addUniform("u_dt", f32)
47
+ .addUniform("u_time", f32)
48
+ .addUniform("u_frame", u32)
49
+ .addUniform("u_count", u32)
50
+ .addUniform("u_capacity", u32);
51
+
52
+ const body = CodeChunk.from(/* wgsl */ `
53
+ const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
54
+ const PARTICLE_USER_WORD_START : u32 = ${PARTICLE_RECORD_USER_WORD_START}u;
55
+ const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
56
+ const PARTICLE_INSTRUCTION_WORDS : u32 = ${PARTICLE_VM_INSTRUCTION_WORDS}u;
57
+ const COUNTER_ALIVE : u32 = ${PARTICLE_COUNTER.ALIVE}u;
58
+ const COUNTER_DEAD : u32 = ${PARTICLE_COUNTER.DEAD}u;
59
+
60
+ @compute @workgroup_size(${PARTICLE_EMIT_WORKGROUP_SIZE}, 1, 1)
61
+ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
62
+ let i = gid.x;
63
+ if (i >= u_count) { return; }
64
+
65
+ // Packed request: low 16 bits = emitter index, high 16 = batch fraction (see
66
+ // spawn_request_encoding.js). The fraction is LOCAL to this emitter's batch this frame
67
+ // (SPAWN_FRACTION contract: n / spawn_count), not the global request index / u_count.
68
+ let request = spawn_requests[i];
69
+ let emitter_index = request & ${SPAWN_REQUEST_EMITTER_MASK}u;
70
+ let spawn_fraction = f32(request >> ${SPAWN_REQUEST_FRACTION_SHIFT}u) / ${SPAWN_REQUEST_FRACTION_MAX}.0;
71
+
72
+ // Pop a free slot off the dead-list stack; drop the spawn if the pool is exhausted.
73
+ //
74
+ // The guard must catch WRAPPED values, not just 0: when many threads race an empty stack, the
75
+ // first over-pop wraps the counter to 0xFFFFFFFF before its undo lands, and a concurrent thread
76
+ // then observes a huge old value. Checking only ==0 would let it index dead[old-1] with garbage
77
+ // and hand out a bogus slot, corrupting a live record. The dead count can never legitimately
78
+ // exceed the pool capacity, so >u_capacity identifies every wrapped state; each thread that
79
+ // subtracted also adds back exactly once, so the counter converges to 0.
80
+ let old_dead = atomicSub(&counters[COUNTER_DEAD], 1u);
81
+ if (old_dead == 0u || old_dead > u_capacity) {
82
+ atomicAdd(&counters[COUNTER_DEAD], 1u); // undo the over-pop
83
+ return;
84
+ }
85
+ let slot = dead[old_dead - 1u];
86
+ let record_base = slot * PARTICLE_RECORD_WORDS;
87
+
88
+ // Clear stale user state from a recycled slot (each write targets a distinct word).
89
+ for (var w = PARTICLE_USER_WORD_START; w < PARTICLE_RECORD_WORDS; w = w + 1u) {
90
+ pool[record_base + w] = 0u;
91
+ }
92
+ pool[record_base + PARTICLE_HEADER_EMITTER] = emitter_index;
93
+
94
+ let em = particle_emitter_read(&emitters, emitter_index);
95
+
96
+ particle_vm_reset();
97
+ particle_setup_context(em, slot, u_dt, u_time, 0.0, spawn_fraction, u_frame);
98
+ particle_vm_execute(
99
+ &program,
100
+ em.spawn_offset * PARTICLE_INSTRUCTION_WORDS,
101
+ em.spawn_count,
102
+ &vm_constants,
103
+ em.constant_offset,
104
+ &pool,
105
+ record_base,
106
+ );
107
+
108
+ let a = atomicAdd(&counters[COUNTER_ALIVE], 1u);
109
+ alive_out[a] = slot;
110
+ }
111
+ `, [chunk_particle_context, chunk_particle_curve_disabled]);
112
+
113
+ export const shader_particle_emit = ComputeShader.from({
114
+ label: "Particle Emit",
115
+ resources,
116
+ body,
117
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_finalize.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_finalize.js"],"names":[],"mappings":"AA4BA,2DAYG;AAWH,2DAyBG;;8BA1E2B,+BAA+B;iDAIZ,+BAA+B"}
1
+ {"version":3,"file":"shader_particle_finalize.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_finalize.js"],"names":[],"mappings":"AA4BA,2DAWG;AAWH,2DAwBG;;8BAxE2B,+BAA+B;iDAIZ,+BAA+B"}
@@ -1,79 +1,77 @@
1
- import { atomic_u32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
- import { ComputeShader } from "../../shader/ComputeShader.js";
4
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
6
- import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
7
- import { PARTICLE_SIMULATE_WORKGROUP_SIZE } from "./shader_particle_simulate.js";
8
-
9
- /**
10
- * Small housekeeping passes that keep the pipeline GPU-driven:
11
- *
12
- * - {@link shader_particle_reset_counters} — zero the alive / spawn / sorted counters at the top of
13
- * the frame (the dead count and the ALIVE_IN snapshot persist across frames).
14
- * - {@link shader_particle_build_indirect} — read the frame's final alive count and (a) snapshot it
15
- * into {@link PARTICLE_COUNTER.ALIVE_IN} — the exact input length for NEXT frame's simulate, (b)
16
- * write the indirect dispatch args next frame's simulate consumes, and (c) write the indirect draw
17
- * args for THIS frame's billboard render. Nothing round-trips to the CPU. Sizing the dispatch or
18
- * draw from a stale CPU readback instead is a correctness bug: when the alive count grows the tail
19
- * of the list is never simulated (slots leak into limbo), and when it shrinks stale entries beyond
20
- * the written range get re-simulated — a dead slot is pushed to the free list twice and later
21
- * popped twice, leaving two live particles sharing one record.
22
- */
23
-
24
- // --- reset ---
25
-
26
- const reset_resources = new ShaderResourceSetDescriptor();
27
- reset_resources.createGroup().addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true);
28
-
29
- export const shader_particle_reset_counters = ComputeShader.from({
30
- label: "Particle Reset Counters",
31
- resources: reset_resources,
32
- body: CodeChunk.from(/* wgsl */ `
33
- @compute @workgroup_size(1, 1, 1)
34
- fn main() {
35
- atomicStore(&counters[${PARTICLE_COUNTER.ALIVE}u], 0u);
36
- atomicStore(&counters[${PARTICLE_COUNTER.SPAWN}u], 0u);
37
- atomicStore(&counters[${PARTICLE_COUNTER.SORTED}u], 0u);
38
- }
39
- `),
40
- group_size: [1, 1, 1],
41
- });
42
-
43
- // --- build indirect args ---
44
-
45
- const indirect_resources = new ShaderResourceSetDescriptor();
46
- indirect_resources.createGroup()
47
- .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true) // atomics require a read_write binding even for atomicLoad
48
- .addStorageBuffer("dispatch_args", WebGPUArray.u32, true) // {x,y,z}
49
- .addStorageBuffer("draw_args", WebGPUArray.u32, true) // {vertexCount, instanceCount, firstVertex, firstInstance}
50
- .addUniform("u_workgroup_size", u32);
51
-
52
- export const shader_particle_build_indirect = ComputeShader.from({
53
- label: "Particle Build Indirect",
54
- resources: indirect_resources,
55
- body: CodeChunk.from(/* wgsl */ `
56
- @compute @workgroup_size(1, 1, 1)
57
- fn main() {
58
- let alive = atomicLoad(&counters[${PARTICLE_COUNTER.ALIVE}u]);
59
-
60
- // Snapshot: this frame's final alive count is next frame's exact simulate input length.
61
- atomicStore(&counters[${PARTICLE_COUNTER.ALIVE_IN}u], alive);
62
-
63
- // Simulate dispatch (consumed NEXT frame): one thread per alive particle, whole workgroups.
64
- let groups = (alive + u_workgroup_size - 1u) / max(u_workgroup_size, 1u);
65
- dispatch_args[0] = groups;
66
- dispatch_args[1] = 1u;
67
- dispatch_args[2] = 1u;
68
-
69
- // Instanced billboard draw (consumed THIS frame): 6 verts per particle, one instance per alive.
70
- draw_args[0] = 6u;
71
- draw_args[1] = alive;
72
- draw_args[2] = 0u;
73
- draw_args[3] = 0u;
74
- }
75
- `),
76
- group_size: [1, 1, 1],
77
- });
78
-
79
- export { PARTICLE_SIMULATE_WORKGROUP_SIZE };
1
+ import { atomic_u32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { ComputeShader } from "../../shader/ComputeShader.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
6
+ import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
7
+ import { PARTICLE_SIMULATE_WORKGROUP_SIZE } from "./shader_particle_simulate.js";
8
+
9
+ /**
10
+ * Small housekeeping passes that keep the pipeline GPU-driven:
11
+ *
12
+ * - {@link shader_particle_reset_counters} — zero the alive / spawn / sorted counters at the top of
13
+ * the frame (the dead count and the ALIVE_IN snapshot persist across frames).
14
+ * - {@link shader_particle_build_indirect} — read the frame's final alive count and (a) snapshot it
15
+ * into {@link PARTICLE_COUNTER.ALIVE_IN} — the exact input length for NEXT frame's simulate, (b)
16
+ * write the indirect dispatch args next frame's simulate consumes, and (c) write the indirect draw
17
+ * args for THIS frame's billboard render. Nothing round-trips to the CPU. Sizing the dispatch or
18
+ * draw from a stale CPU readback instead is a correctness bug: when the alive count grows the tail
19
+ * of the list is never simulated (slots leak into limbo), and when it shrinks stale entries beyond
20
+ * the written range get re-simulated — a dead slot is pushed to the free list twice and later
21
+ * popped twice, leaving two live particles sharing one record.
22
+ */
23
+
24
+ // --- reset ---
25
+
26
+ const reset_resources = new ShaderResourceSetDescriptor();
27
+ reset_resources.createGroup().addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true);
28
+
29
+ export const shader_particle_reset_counters = ComputeShader.from({
30
+ label: "Particle Reset Counters",
31
+ resources: reset_resources,
32
+ body: CodeChunk.from(/* wgsl */ `
33
+ @compute @workgroup_size(1, 1, 1)
34
+ fn main() {
35
+ atomicStore(&counters[${PARTICLE_COUNTER.ALIVE}u], 0u);
36
+ atomicStore(&counters[${PARTICLE_COUNTER.SPAWN}u], 0u);
37
+ atomicStore(&counters[${PARTICLE_COUNTER.SORTED}u], 0u);
38
+ }
39
+ `),
40
+ });
41
+
42
+ // --- build indirect args ---
43
+
44
+ const indirect_resources = new ShaderResourceSetDescriptor();
45
+ indirect_resources.createGroup()
46
+ .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true) // atomics require a read_write binding even for atomicLoad
47
+ .addStorageBuffer("dispatch_args", WebGPUArray.u32, true) // {x,y,z}
48
+ .addStorageBuffer("draw_args", WebGPUArray.u32, true) // {vertexCount, instanceCount, firstVertex, firstInstance}
49
+ .addUniform("u_workgroup_size", u32);
50
+
51
+ export const shader_particle_build_indirect = ComputeShader.from({
52
+ label: "Particle Build Indirect",
53
+ resources: indirect_resources,
54
+ body: CodeChunk.from(/* wgsl */ `
55
+ @compute @workgroup_size(1, 1, 1)
56
+ fn main() {
57
+ let alive = atomicLoad(&counters[${PARTICLE_COUNTER.ALIVE}u]);
58
+
59
+ // Snapshot: this frame's final alive count is next frame's exact simulate input length.
60
+ atomicStore(&counters[${PARTICLE_COUNTER.ALIVE_IN}u], alive);
61
+
62
+ // Simulate dispatch (consumed NEXT frame): one thread per alive particle, whole workgroups.
63
+ let groups = (alive + u_workgroup_size - 1u) / max(u_workgroup_size, 1u);
64
+ dispatch_args[0] = groups;
65
+ dispatch_args[1] = 1u;
66
+ dispatch_args[2] = 1u;
67
+
68
+ // Instanced billboard draw (consumed THIS frame): 6 verts per particle, one instance per alive.
69
+ draw_args[0] = 6u;
70
+ draw_args[1] = alive;
71
+ draw_args[2] = 0u;
72
+ draw_args[3] = 0u;
73
+ }
74
+ `),
75
+ });
76
+
77
+ export { PARTICLE_SIMULATE_WORKGROUP_SIZE };
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_render.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_render.js"],"names":[],"mappings":"AAqJA;;;;;;;;;GASG;AACH;IAP4B,YAAY,GAA7B,MAAM;IACgB,YAAY,GAAlC,MAAM,GAAC,IAAI;IAEkB,aAAa;IAExC,wBAAwB,CAsBpC;;;;;;;;;;;;;;;;AAED,yFAAyF;AACzF,uEAAsD;yCAtLb,iEAAiE;4CAO9D,sDAAsD"}
1
+ {"version":3,"file":"shader_particle_render.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_render.js"],"names":[],"mappings":"AA6JA;;;;;;;;;GASG;AACH;IAP4B,YAAY,GAA7B,MAAM;IACgB,YAAY,GAAlC,MAAM,GAAC,IAAI;IAEkB,aAAa;IAExC,wBAAwB,CAqBpC;;;;;;;;;;;;;;;;AAED,yFAAyF;AACzF,uEAAsD;yCA7Lb,iEAAiE;4CAO9D,sDAAsD"}