@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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@@ -1,183 +1,190 @@
1
- import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
- import { ColorTargetState } from "../../../descriptor/pipeline/render/ColorTargetState.js";
3
- import { DepthStencilState } from "../../../descriptor/pipeline/render/DepthStencilState.js";
4
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
5
- import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
6
- import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
7
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
8
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
9
- import {
10
- PARTICLE_RECORD_HEADER_EMITTER,
11
- PARTICLE_RECORD_WORD_COUNT,
12
- } from "../ParticleConstants.js";
13
- import { EMITTER_ATTRIBUTE_ABSENT, EMITTER_FLAG } from "../data/PARTICLE_EMITTER_LAYOUT.js";
14
- import { chunk_particle_emitter } from "../data/chunk_particle_emitter.js";
15
- import { chunk_particle_lighting_unlit } from "./chunk_particle_lighting.js";
16
- import { chunk_particle_render_math } from "./chunk_particle_render_math.js";
17
-
18
- /**
19
- * The billboard renderer.
20
- *
21
- * One instanced draw covers every visible particle: `instance_index` indexes the depth-`sorted` slot
22
- * list, `vertex_index` (0..5) picks a quad corner. The vertex stage reads the particle's render-bound
23
- * attributes (position / size / colour / rotation / flipbook frame), expands the corner per the
24
- * emitter's projection mode, and projects with the camera. The fragment stage samples the atlas
25
- * sub-rect + flipbook cell, applies an optional soft-depth fade against the scene depth, runs the
26
- * pluggable lighting hook (unlit by default; the feature swaps in the shading-chunk-backed one when
27
- * an emitter enables lighting), and emits premultiplied colour.
28
- *
29
- * A single blend state — `src*1 + dst*(1-srcAlpha)` on both channels — expresses alpha and additive
30
- * blending; the shader chooses per particle by how it premultiplies (see `particle_premultiply`), so
31
- * the whole draw stays GPU-driven with no pipeline switches.
32
- *
33
- * The math (billboard expansion, atlas/flipbook UV, soft fade, premultiply) is unit-tested in
34
- * {@link ./chunk_particle_render_math.spec.js}; this module assembles it into a render pipeline.
35
- */
36
-
37
- /** Premultiplied blend: additive when a=0 (dst preserved, colour adds), over-blend when a=srcAlpha. */
38
- export const PARTICLE_BILLBOARD_BLEND = {
39
- color: { operation: "add", srcFactor: "one", dstFactor: "one-minus-src-alpha" },
40
- alpha: { operation: "add", srcFactor: "one", dstFactor: "one-minus-src-alpha" },
41
- };
42
-
43
- const resources = new ShaderResourceSetDescriptor();
44
- resources.createGroup()
45
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
46
- .addStorageBuffer("pool", WebGPUArray.u32, false)
47
- .addStorageBuffer("sorted", WebGPUArray.u32, false)
48
- .addStorageBuffer("emitters", WebGPUArray.u32, false)
49
- // Sampled with a filtering sampler, so the atlas must be a filterable float texture.
50
- .addTexture("atlas", "float")
51
- .addSampler("atlas_sampler", "filtering")
52
- // Only textureLoad-ed (soft depth), so it can be unfilterable — matches an r32float scene depth.
53
- .addTexture("scene_depth", "unfilterable-float");
54
-
55
- const body = CodeChunk.from(/* wgsl */ `
56
- const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
57
- const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
58
- const PARTICLE_ATTRIBUTE_ABSENT : u32 = ${EMITTER_ATTRIBUTE_ABSENT}u;
59
- const PARTICLE_FLAG_SOFT_DEPTH : u32 = ${EMITTER_FLAG.SOFT_DEPTH}u;
60
- const PARTICLE_FLAG_LIGHTING : u32 = ${EMITTER_FLAG.LIGHTING}u;
61
- const PARTICLE_SOFT_FADE_RANGE : f32 = 0.5;
62
-
63
- struct ParticleVertexOut {
64
- @builtin(position) clip : vec4<f32>,
65
- @location(0) uv : vec2<f32>,
66
- @location(1) color : vec4<f32>,
67
- @location(2) world_position : vec3<f32>,
68
- @location(3) normal : vec3<f32>,
69
- @location(4) view_depth : f32,
70
- @location(5) @interpolate(flat) flags : u32,
71
- @location(6) @interpolate(flat) blend : u32,
72
- }
73
-
74
- fn particle_read_vec(base : u32, offset : u32, count : u32) -> vec4<f32> {
75
- var v = vec4<f32>(0.0);
76
- if (count > 0u) { v.x = bitcast<f32>(pool[base + offset]); }
77
- if (count > 1u) { v.y = bitcast<f32>(pool[base + offset + 1u]); }
78
- if (count > 2u) { v.z = bitcast<f32>(pool[base + offset + 2u]); }
79
- if (count > 3u) { v.w = bitcast<f32>(pool[base + offset + 3u]); }
80
- return v;
81
- }
82
-
83
- @vertex
84
- fn vs_main(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> ParticleVertexOut {
85
- var corners = array<vec2<f32>, 6>(
86
- vec2<f32>(-1.0, -1.0), vec2<f32>(1.0, -1.0), vec2<f32>(1.0, 1.0),
87
- vec2<f32>(-1.0, -1.0), vec2<f32>(1.0, 1.0), vec2<f32>(-1.0, 1.0),
88
- );
89
- let corner = corners[vi];
90
-
91
- let slot = sorted[ii];
92
- let base = slot * PARTICLE_RECORD_WORDS;
93
- let emitter_index = pool[base + PARTICLE_HEADER_EMITTER];
94
- let em = particle_emitter_read(&emitters, emitter_index);
95
-
96
- var world_center = vec3<f32>(0.0);
97
- if (em.render_position != PARTICLE_ATTRIBUTE_ABSENT) { world_center = particle_read_vec(base, em.render_position, 3u).xyz; }
98
- var size = 1.0;
99
- if (em.render_size != PARTICLE_ATTRIBUTE_ABSENT) { size = bitcast<f32>(pool[base + em.render_size]); }
100
- var color = vec4<f32>(1.0);
101
- if (em.render_color != PARTICLE_ATTRIBUTE_ABSENT) { color = particle_read_vec(base, em.render_color, 4u); }
102
- var rotation = 0.0;
103
- if (em.render_rotation != PARTICLE_ATTRIBUTE_ABSENT) { rotation = bitcast<f32>(pool[base + em.render_rotation]); }
104
- var frame = 0.0;
105
- if (em.render_frame != PARTICLE_ATTRIBUTE_ABSENT) { frame = bitcast<f32>(pool[base + em.render_frame]); }
106
- var velocity = vec3<f32>(0.0);
107
- if (em.render_velocity != PARTICLE_ATTRIBUTE_ABSENT) { velocity = particle_read_vec(base, em.render_velocity, 3u).xyz; }
108
-
109
- let cam_right = camera.transform[0].xyz;
110
- let cam_up = camera.transform[1].xyz;
111
- let cam_forward = -camera.transform[2].xyz;
112
-
113
- let offset = particle_billboard_offset(corner, size, rotation, cam_right, cam_up, cam_forward, velocity, particle_emitter_projection(em.flags));
114
- let world = world_center + offset;
115
-
116
- var out : ParticleVertexOut;
117
- out.clip = camera.view_projection_matrix * vec4<f32>(world, 1.0);
118
- out.uv = particle_atlas_uv(corner * 0.5 + vec2<f32>(0.5), em.atlas_region, em.flipbook, frame);
119
- out.color = color;
120
- out.world_position = world;
121
- out.normal = -cam_forward;
122
- out.view_depth = -(camera.view_matrix * vec4<f32>(world, 1.0)).z;
123
- out.flags = em.flags;
124
- out.blend = particle_emitter_blend(em.flags);
125
- return out;
126
- }
127
-
128
- @fragment
129
- fn fs_main(in : ParticleVertexOut) -> @location(0) vec4<f32> {
130
- let sampled = textureSample(atlas, atlas_sampler, in.uv);
131
- var color = sampled * in.color;
132
-
133
- if ((in.flags & PARTICLE_FLAG_SOFT_DEPTH) != 0u) {
134
- let scene_dev = textureLoad(scene_depth, vec2<i32>(in.clip.xy), 0).r;
135
- // Reverse-Z hyperbolic linearisation: view_depth = A / (device_depth + B).
136
- let A = camera.device_depth_to_view_space.y;
137
- let B = camera.device_depth_to_view_space.x;
138
- let scene_vd = select(A / (scene_dev + B), 1e9, scene_dev <= 0.0);
139
- color.a = color.a * particle_soft_fade(scene_vd, in.view_depth, PARTICLE_SOFT_FADE_RANGE);
140
- }
141
-
142
- if ((in.flags & PARTICLE_FLAG_LIGHTING) != 0u) {
143
- color = particle_apply_lighting(color, in.world_position, normalize(in.normal));
144
- }
145
-
146
- return particle_premultiply(color, in.blend);
147
- }
148
- `, [chunk_particle_emitter, chunk_particle_render_math, chunk_particle_lighting_unlit]);
149
-
150
- /**
151
- * Build the billboard render pipeline descriptor.
152
- * @param {object} [options]
153
- * @param {string} [options.color_format] colour target format
154
- * @param {string|null} [options.depth_format] scene depth format (test-only, no write); pass null to
155
- * render without a depth attachment (e.g. an additive-only prototype with no scene geometry)
156
- * @param {GPUCompareFunction} [options.depth_compare] depth test "greater"/"greater-equal" for
157
- * reverse-Z scenes (the engine convention), "less"/"less-equal" for a standard-Z scene
158
- * @returns {RenderPipelineDescriptor}
159
- */
160
- export function create_particle_billboard_pipeline({ color_format = "rgba16float", depth_format = "depth32float", depth_compare = "greater" } = {}) {
161
- const descriptor = ShaderDescriptor.from({ label: "Particle Billboard", body, resources });
162
- const code = descriptor.compile();
163
-
164
- return RenderPipelineDescriptor.from({
165
- label: "Particle Billboard",
166
- layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
167
- vertex: { module: { code }, entryPoint: "vs_main" },
168
- fragment: {
169
- module: { code },
170
- entryPoint: "fs_main",
171
- targets: [ColorTargetState.from({ format: color_format, blend: PARTICLE_BILLBOARD_BLEND })],
172
- },
173
- // Depth-test against the scene, but never write (transparent). Omitted entirely when no depth
174
- // attachment is bound.
175
- depthStencil: depth_format == null
176
- ? undefined
177
- : DepthStencilState.from({ format: depth_format, depthWriteEnabled: false, depthCompare: depth_compare }),
178
- primitive: { topology: "triangle-list", cullMode: "none" },
179
- });
180
- }
181
-
182
- /** The billboard shader's resource set (for building bind groups + the draw command). */
183
- export const PARTICLE_BILLBOARD_RESOURCES = resources;
1
+ import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
+ import { ColorTargetState } from "../../../descriptor/pipeline/render/ColorTargetState.js";
3
+ import { DepthStencilState } from "../../../descriptor/pipeline/render/DepthStencilState.js";
4
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
5
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
6
+ import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
7
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
8
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
9
+ import {
10
+ PARTICLE_RECORD_HEADER_EMITTER,
11
+ PARTICLE_RECORD_WORD_COUNT,
12
+ } from "../ParticleConstants.js";
13
+ import { EMITTER_ATTRIBUTE_ABSENT, EMITTER_FLAG } from "../data/PARTICLE_EMITTER_LAYOUT.js";
14
+ import { chunk_particle_emitter } from "../data/chunk_particle_emitter.js";
15
+ import { chunk_particle_lighting_unlit } from "./chunk_particle_lighting.js";
16
+ import { chunk_particle_render_math } from "./chunk_particle_render_math.js";
17
+
18
+ /**
19
+ * The billboard renderer.
20
+ *
21
+ * One instanced draw covers every visible particle: `instance_index` indexes the depth-`sorted` slot
22
+ * list, `vertex_index` (0..5) picks a quad corner. The vertex stage reads the particle's render-bound
23
+ * attributes (position / size / colour / rotation / flipbook frame), expands the corner per the
24
+ * emitter's projection mode, and projects with the camera. The fragment stage samples the atlas
25
+ * sub-rect + flipbook cell, applies an optional soft-depth fade against the scene depth, runs the
26
+ * pluggable lighting hook (unlit by default; the feature swaps in the shading-chunk-backed one when
27
+ * an emitter enables lighting), and emits premultiplied colour.
28
+ *
29
+ * A single blend state — `src*1 + dst*(1-srcAlpha)` on both channels — expresses alpha and additive
30
+ * blending; the shader chooses per particle by how it premultiplies (see `particle_premultiply`), so
31
+ * the whole draw stays GPU-driven with no pipeline switches.
32
+ *
33
+ * The math (billboard expansion, atlas/flipbook UV, soft fade, premultiply) is unit-tested in
34
+ * {@link ./chunk_particle_render_math.spec.js}; this module assembles it into a render pipeline.
35
+ */
36
+
37
+ /** Premultiplied blend: additive when a=0 (dst preserved, colour adds), over-blend when a=srcAlpha. */
38
+ export const PARTICLE_BILLBOARD_BLEND = {
39
+ color: { operation: "add", srcFactor: "one", dstFactor: "one-minus-src-alpha" },
40
+ alpha: { operation: "add", srcFactor: "one", dstFactor: "one-minus-src-alpha" },
41
+ };
42
+
43
+ const resources = new ShaderResourceSetDescriptor();
44
+ resources.createGroup()
45
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
46
+ .addStorageBuffer("pool", WebGPUArray.u32, false)
47
+ .addStorageBuffer("sorted", WebGPUArray.u32, false)
48
+ .addStorageBuffer("emitters", WebGPUArray.u32, false)
49
+ // Sampled with a filtering sampler, so the atlas must be a filterable float texture.
50
+ .addTexture("atlas", "float")
51
+ .addSampler("atlas_sampler", "filtering")
52
+ // Only textureLoad-ed (soft depth), so it can be unfilterable — matches an r32float scene depth.
53
+ .addTexture("scene_depth", "unfilterable-float");
54
+
55
+ const body = CodeChunk.from(/* wgsl */ `
56
+ const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
57
+ const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
58
+ const PARTICLE_ATTRIBUTE_ABSENT : u32 = ${EMITTER_ATTRIBUTE_ABSENT}u;
59
+ const PARTICLE_FLAG_SOFT_DEPTH : u32 = ${EMITTER_FLAG.SOFT_DEPTH}u;
60
+ const PARTICLE_FLAG_LIGHTING : u32 = ${EMITTER_FLAG.LIGHTING}u;
61
+ const PARTICLE_SOFT_FADE_RANGE : f32 = 0.5;
62
+
63
+ struct ParticleVertexOut {
64
+ @builtin(position) clip : vec4<f32>,
65
+ @location(0) uv : vec2<f32>,
66
+ @location(1) color : vec4<f32>,
67
+ @location(2) world_position : vec3<f32>,
68
+ @location(3) normal : vec3<f32>,
69
+ @location(4) view_depth : f32,
70
+ @location(5) @interpolate(flat) flags : u32,
71
+ @location(6) @interpolate(flat) blend : u32,
72
+ }
73
+
74
+ fn particle_read_vec(base : u32, offset : u32, count : u32) -> vec4<f32> {
75
+ var v = vec4<f32>(0.0);
76
+ if (count > 0u) { v.x = bitcast<f32>(pool[base + offset]); }
77
+ if (count > 1u) { v.y = bitcast<f32>(pool[base + offset + 1u]); }
78
+ if (count > 2u) { v.z = bitcast<f32>(pool[base + offset + 2u]); }
79
+ if (count > 3u) { v.w = bitcast<f32>(pool[base + offset + 3u]); }
80
+ return v;
81
+ }
82
+
83
+ @vertex
84
+ fn vs_main(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> ParticleVertexOut {
85
+ var corners = array<vec2<f32>, 6>(
86
+ vec2<f32>(-1.0, -1.0), vec2<f32>(1.0, -1.0), vec2<f32>(1.0, 1.0),
87
+ vec2<f32>(-1.0, -1.0), vec2<f32>(1.0, 1.0), vec2<f32>(-1.0, 1.0),
88
+ );
89
+ let corner = corners[vi];
90
+
91
+ let slot = sorted[ii];
92
+ let base = slot * PARTICLE_RECORD_WORDS;
93
+ let emitter_index = pool[base + PARTICLE_HEADER_EMITTER];
94
+ let em = particle_emitter_read(&emitters, emitter_index);
95
+
96
+ var world_center = vec3<f32>(0.0);
97
+ if (em.render_position != PARTICLE_ATTRIBUTE_ABSENT) { world_center = particle_read_vec(base, em.render_position, 3u).xyz; }
98
+ var size = 1.0;
99
+ if (em.render_size != PARTICLE_ATTRIBUTE_ABSENT) { size = bitcast<f32>(pool[base + em.render_size]); }
100
+ var color = vec4<f32>(1.0);
101
+ if (em.render_color != PARTICLE_ATTRIBUTE_ABSENT) { color = particle_read_vec(base, em.render_color, 4u); }
102
+ var rotation = 0.0;
103
+ if (em.render_rotation != PARTICLE_ATTRIBUTE_ABSENT) { rotation = bitcast<f32>(pool[base + em.render_rotation]); }
104
+ var frame = 0.0;
105
+ if (em.render_frame != PARTICLE_ATTRIBUTE_ABSENT) { frame = bitcast<f32>(pool[base + em.render_frame]); }
106
+ var velocity = vec3<f32>(0.0);
107
+ if (em.render_velocity != PARTICLE_ATTRIBUTE_ABSENT) { velocity = particle_read_vec(base, em.render_velocity, 3u).xyz; }
108
+
109
+ let cam_right = camera.transform[0].xyz;
110
+ let cam_up = camera.transform[1].xyz;
111
+ let cam_forward = -camera.transform[2].xyz;
112
+
113
+ let offset = particle_billboard_offset(corner, size, rotation, cam_right, cam_up, cam_forward, velocity, particle_emitter_projection(em.flags));
114
+ let world = world_center + offset;
115
+
116
+ var out : ParticleVertexOut;
117
+ out.clip = camera.view_projection_matrix * vec4<f32>(world, 1.0);
118
+ out.uv = particle_atlas_uv(corner * 0.5 + vec2<f32>(0.5), em.atlas_region, em.flipbook, frame);
119
+ out.color = color;
120
+ out.world_position = world;
121
+ out.normal = -cam_forward;
122
+ out.view_depth = -(camera.view_matrix * vec4<f32>(world, 1.0)).z;
123
+ out.flags = em.flags;
124
+ out.blend = particle_emitter_blend(em.flags);
125
+ return out;
126
+ }
127
+
128
+ @fragment
129
+ fn fs_main(in : ParticleVertexOut) -> @location(0) vec4<f32> {
130
+ let sampled = textureSample(atlas, atlas_sampler, in.uv);
131
+ var color = sampled * in.color;
132
+
133
+ if ((in.flags & PARTICLE_FLAG_SOFT_DEPTH) != 0u) {
134
+ let scene_dev = textureLoad(scene_depth, vec2<i32>(in.clip.xy), 0).r;
135
+ // Reverse-Z hyperbolic linearisation: view_depth = A / (device_depth + B).
136
+ let A = camera.device_depth_to_view_space.y;
137
+ let B = camera.device_depth_to_view_space.x;
138
+ let scene_vd = select(A / (scene_dev + B), 1e9, scene_dev <= 0.0);
139
+ color.a = color.a * particle_soft_fade(scene_vd, in.view_depth, PARTICLE_SOFT_FADE_RANGE);
140
+ }
141
+
142
+ if ((in.flags & PARTICLE_FLAG_LIGHTING) != 0u) {
143
+ color = particle_apply_lighting(color, in.world_position, normalize(in.normal));
144
+ }
145
+
146
+ return particle_premultiply(color, in.blend);
147
+ }
148
+ `, [chunk_particle_emitter, chunk_particle_render_math, chunk_particle_lighting_unlit]);
149
+
150
+ /**
151
+ * The shader itself. One compilation, shared by every pipeline built from it — the options below
152
+ * vary the pipeline state, never the WGSL.
153
+ *
154
+ * @type {ShaderDescriptor}
155
+ */
156
+ const descriptor = ShaderDescriptor.from({ label: "Particle Billboard", body, resources });
157
+
158
+ /**
159
+ * Build the billboard render pipeline descriptor.
160
+ * @param {object} [options]
161
+ * @param {string} [options.color_format] colour target format
162
+ * @param {string|null} [options.depth_format] scene depth format (test-only, no write); pass null to
163
+ * render without a depth attachment (e.g. an additive-only prototype with no scene geometry)
164
+ * @param {GPUCompareFunction} [options.depth_compare] depth test — "greater"/"greater-equal" for
165
+ * reverse-Z scenes (the engine convention), "less"/"less-equal" for a standard-Z scene
166
+ * @returns {RenderPipelineDescriptor}
167
+ */
168
+ export function create_particle_billboard_pipeline({ color_format = "rgba16float", depth_format = "depth32float", depth_compare = "greater" } = {}) {
169
+ const code = descriptor.source;
170
+
171
+ return RenderPipelineDescriptor.from({
172
+ label: "Particle Billboard",
173
+ layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
174
+ vertex: { module: { code }, entryPoint: "vs_main" },
175
+ fragment: {
176
+ module: { code },
177
+ entryPoint: "fs_main",
178
+ targets: [ColorTargetState.from({ format: color_format, blend: PARTICLE_BILLBOARD_BLEND })],
179
+ },
180
+ // Depth-test against the scene, but never write (transparent). Omitted entirely when no depth
181
+ // attachment is bound.
182
+ depthStencil: depth_format == null
183
+ ? undefined
184
+ : DepthStencilState.from({ format: depth_format, depthWriteEnabled: false, depthCompare: depth_compare }),
185
+ primitive: { topology: "triangle-list", cullMode: "none" },
186
+ });
187
+ }
188
+
189
+ /** The billboard shader's resource set (for building bind groups + the draw command). */
190
+ export const PARTICLE_BILLBOARD_RESOURCES = resources;
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_simulate.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_simulate.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,+CAHU,aAAa,CAG4B;AA0DnD,qDAKG;8BAjG2B,+BAA+B"}
1
+ {"version":3,"file":"shader_particle_simulate.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_simulate.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,+CAHU,aAAa,CAG4B;AA0DnD,qDAIG;8BAhG2B,+BAA+B"}
@@ -1,100 +1,99 @@
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_WORD_COUNT,
9
- PARTICLE_VM_INSTRUCTION_WORDS,
10
- } from "../ParticleConstants.js";
11
- import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
12
- import { chunk_particle_context, chunk_particle_curve_disabled } from "./chunk_particle_context.js";
13
-
14
- /**
15
- * The particle simulate pass — Destiny-style single execution shader.
16
- *
17
- * One dispatch processes the entire alive list across every emitter. Per particle: read its owning
18
- * emitter, set up the VM context + RNG, run that emitter's compiled UPDATE program over the record,
19
- * then compact — killed particles are pushed back to the dead (free) list, survivors are appended to
20
- * the new alive list. There is exactly one pipeline regardless of how many distinct effects exist,
21
- * because behaviour is data (the bytecode program), not code.
22
- *
23
- * The input length is read from `counters[ALIVE_IN]` — the previous frame's final alive count,
24
- * snapshotted on the GPU by the build-indirect pass — NOT from a CPU uniform. A CPU-provided count
25
- * is inevitably stale (readback latency) and corrupts the pool: under-counting orphans the tail of
26
- * the alive list (slots leak into limbo), over-counting re-simulates stale entries and double-frees
27
- * their slots. Dispatch this shader with `dispatchWorkgroupsIndirect` using the args the
28
- * build-indirect pass wrote last frame, so thread count and bound agree by construction.
29
- *
30
- * All structured reads go through `array<u32>` for emulator-testability. Curve sampling uses the
31
- * pluggable `particle_vm_sample_curve` — here the no-op provider; the feature swaps in the
32
- * animation-database-backed one.
33
- *
34
- * @type {ComputeShader}
35
- */
36
-
37
- export const PARTICLE_SIMULATE_WORKGROUP_SIZE = 64;
38
-
39
- const resources = new ShaderResourceSetDescriptor();
40
- resources.createGroup()
41
- .addStorageBuffer("emitters", WebGPUArray.u32, false)
42
- .addStorageBuffer("program", WebGPUArray.u32, false)
43
- .addStorageBuffer("vm_constants", WebGPUArray.u32, false)
44
- .addStorageBuffer("pool", WebGPUArray.u32, true)
45
- .addStorageBuffer("alive_in", WebGPUArray.u32, false)
46
- .addStorageBuffer("alive_out", WebGPUArray.u32, true)
47
- .addStorageBuffer("dead", WebGPUArray.u32, true)
48
- .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true)
49
- .addUniform("u_dt", f32)
50
- .addUniform("u_time", f32)
51
- .addUniform("u_frame", u32);
52
-
53
- const body = CodeChunk.from(/* wgsl */ `
54
- const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}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
- const COUNTER_ALIVE_IN : u32 = ${PARTICLE_COUNTER.ALIVE_IN}u;
60
-
61
- @compute @workgroup_size(${PARTICLE_SIMULATE_WORKGROUP_SIZE}, 1, 1)
62
- fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
63
- let i = gid.x;
64
- // The exact alive-list length, snapshotted on-GPU last frame — never a stale CPU value.
65
- if (i >= atomicLoad(&counters[COUNTER_ALIVE_IN])) { return; }
66
-
67
- let slot = alive_in[i];
68
- let record_base = slot * PARTICLE_RECORD_WORDS;
69
- let emitter_index = pool[record_base + PARTICLE_HEADER_EMITTER];
70
-
71
- let em = particle_emitter_read(&emitters, emitter_index);
72
-
73
- particle_vm_reset();
74
- particle_setup_context(em, slot, u_dt, u_time, 0.0, 0.0, u_frame);
75
- particle_vm_execute(
76
- &program,
77
- em.update_offset * PARTICLE_INSTRUCTION_WORDS,
78
- em.update_count,
79
- &vm_constants,
80
- em.constant_offset,
81
- &pool,
82
- record_base,
83
- );
84
-
85
- if (vm_killed) {
86
- let d = atomicAdd(&counters[COUNTER_DEAD], 1u);
87
- dead[d] = slot;
88
- } else {
89
- let a = atomicAdd(&counters[COUNTER_ALIVE], 1u);
90
- alive_out[a] = slot;
91
- }
92
- }
93
- `, [chunk_particle_context, chunk_particle_curve_disabled]);
94
-
95
- export const shader_particle_simulate = ComputeShader.from({
96
- label: "Particle Simulate",
97
- resources,
98
- body,
99
- group_size: [PARTICLE_SIMULATE_WORKGROUP_SIZE, 1, 1],
100
- });
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_WORD_COUNT,
9
+ PARTICLE_VM_INSTRUCTION_WORDS,
10
+ } from "../ParticleConstants.js";
11
+ import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
12
+ import { chunk_particle_context, chunk_particle_curve_disabled } from "./chunk_particle_context.js";
13
+
14
+ /**
15
+ * The particle simulate pass — Destiny-style single execution shader.
16
+ *
17
+ * One dispatch processes the entire alive list across every emitter. Per particle: read its owning
18
+ * emitter, set up the VM context + RNG, run that emitter's compiled UPDATE program over the record,
19
+ * then compact — killed particles are pushed back to the dead (free) list, survivors are appended to
20
+ * the new alive list. There is exactly one pipeline regardless of how many distinct effects exist,
21
+ * because behaviour is data (the bytecode program), not code.
22
+ *
23
+ * The input length is read from `counters[ALIVE_IN]` — the previous frame's final alive count,
24
+ * snapshotted on the GPU by the build-indirect pass — NOT from a CPU uniform. A CPU-provided count
25
+ * is inevitably stale (readback latency) and corrupts the pool: under-counting orphans the tail of
26
+ * the alive list (slots leak into limbo), over-counting re-simulates stale entries and double-frees
27
+ * their slots. Dispatch this shader with `dispatchWorkgroupsIndirect` using the args the
28
+ * build-indirect pass wrote last frame, so thread count and bound agree by construction.
29
+ *
30
+ * All structured reads go through `array<u32>` for emulator-testability. Curve sampling uses the
31
+ * pluggable `particle_vm_sample_curve` — here the no-op provider; the feature swaps in the
32
+ * animation-database-backed one.
33
+ *
34
+ * @type {ComputeShader}
35
+ */
36
+
37
+ export const PARTICLE_SIMULATE_WORKGROUP_SIZE = 64;
38
+
39
+ const resources = new ShaderResourceSetDescriptor();
40
+ resources.createGroup()
41
+ .addStorageBuffer("emitters", WebGPUArray.u32, false)
42
+ .addStorageBuffer("program", WebGPUArray.u32, false)
43
+ .addStorageBuffer("vm_constants", WebGPUArray.u32, false)
44
+ .addStorageBuffer("pool", WebGPUArray.u32, true)
45
+ .addStorageBuffer("alive_in", WebGPUArray.u32, false)
46
+ .addStorageBuffer("alive_out", WebGPUArray.u32, true)
47
+ .addStorageBuffer("dead", WebGPUArray.u32, true)
48
+ .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true)
49
+ .addUniform("u_dt", f32)
50
+ .addUniform("u_time", f32)
51
+ .addUniform("u_frame", u32);
52
+
53
+ const body = CodeChunk.from(/* wgsl */ `
54
+ const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}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
+ const COUNTER_ALIVE_IN : u32 = ${PARTICLE_COUNTER.ALIVE_IN}u;
60
+
61
+ @compute @workgroup_size(${PARTICLE_SIMULATE_WORKGROUP_SIZE}, 1, 1)
62
+ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
63
+ let i = gid.x;
64
+ // The exact alive-list length, snapshotted on-GPU last frame — never a stale CPU value.
65
+ if (i >= atomicLoad(&counters[COUNTER_ALIVE_IN])) { return; }
66
+
67
+ let slot = alive_in[i];
68
+ let record_base = slot * PARTICLE_RECORD_WORDS;
69
+ let emitter_index = pool[record_base + PARTICLE_HEADER_EMITTER];
70
+
71
+ let em = particle_emitter_read(&emitters, emitter_index);
72
+
73
+ particle_vm_reset();
74
+ particle_setup_context(em, slot, u_dt, u_time, 0.0, 0.0, u_frame);
75
+ particle_vm_execute(
76
+ &program,
77
+ em.update_offset * PARTICLE_INSTRUCTION_WORDS,
78
+ em.update_count,
79
+ &vm_constants,
80
+ em.constant_offset,
81
+ &pool,
82
+ record_base,
83
+ );
84
+
85
+ if (vm_killed) {
86
+ let d = atomicAdd(&counters[COUNTER_DEAD], 1u);
87
+ dead[d] = slot;
88
+ } else {
89
+ let a = atomicAdd(&counters[COUNTER_ALIVE], 1u);
90
+ alive_out[a] = slot;
91
+ }
92
+ }
93
+ `, [chunk_particle_context, chunk_particle_curve_disabled]);
94
+
95
+ export const shader_particle_simulate = ComputeShader.from({
96
+ label: "Particle Simulate",
97
+ resources,
98
+ body,
99
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_sort.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/sort/shader_particle_sort.js"],"names":[],"mappings":"AASA;;;;;;;;;;;;;;;;;;GAkBG;AAEH,8CAA+C;AAyB/C,uDAKG;AA+DH,2DAKG;AA4BH,yDAKG;8BA9J2B,+BAA+B"}
1
+ {"version":3,"file":"shader_particle_sort.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/sort/shader_particle_sort.js"],"names":[],"mappings":"AASA;;;;;;;;;;;;;;;;;;GAkBG;AAEH,8CAA+C;AAyB/C,uDAIG;AA+DH,2DAIG;AA4BH,yDAIG;8BA3J2B,+BAA+B"}