@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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@@ -1,161 +1,158 @@
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 { PARTICLE_RECORD_HEADER_EMITTER, PARTICLE_RECORD_WORD_COUNT } from "../ParticleConstants.js";
7
- import { EMITTER_ATTRIBUTE_ABSENT } from "../data/PARTICLE_EMITTER_LAYOUT.js";
8
- import { chunk_particle_emitter } from "../data/chunk_particle_emitter.js";
9
-
10
- /**
11
- * Depth-sort shaders. Three passes bracket a `csdldf` prefix scan:
12
- *
13
- * 0. {@link shader_particle_sort_reset} — every frame, write the histogram's `{count}` field
14
- * (= bucket count, which the csdldf scan reads to size itself) and zero the histogram bins and
15
- * the scatter cursor. Without this the scan consumes garbage counts and the scatter compounds
16
- * last frame's ranks — the buffers are only zeroed by WebGPU on CREATION, not per frame.
17
- * 1. {@link shader_particle_sort_histogram} — per alive particle, project its render position into
18
- * view space, quantise the depth into a back-to-front bucket (far first), store the bucket in
19
- * `keys`, and atomically bump the per-bucket `histogram`.
20
- * 2. graph_prefix_scan_csdldf turns the histogram into inclusive prefix sums.
21
- * 3. {@link shader_particle_sort_scatter} — per particle, read its bucket, take the exclusive
22
- * offset from the scanned histogram and an atomic per-bucket rank, and write the particle's slot
23
- * into `sorted` at that position.
24
- *
25
- * The `csdldf` scan uses subgroup ops and isn't runnable under the emulator; the reset, histogram
26
- * and scatter passes are, and the CPU reference {@link ./particle_counting_sort.js} pins the
27
- * algorithm.
28
- */
29
-
30
- export const PARTICLE_SORT_WORKGROUP_SIZE = 64;
31
-
32
- // --- reset pass ---
33
-
34
- const reset_resources = new ShaderResourceSetDescriptor();
35
- reset_resources.createGroup()
36
- .addStorageBuffer("histogram", WebGPUArray.from(atomic_u32), true)
37
- .addStorageBuffer("cursor", WebGPUArray.from(atomic_u32), true)
38
- .addUniform("u_bucket_count", u32);
39
-
40
- const reset_body = CodeChunk.from(/* wgsl */ `
41
- @compute @workgroup_size(${PARTICLE_SORT_WORKGROUP_SIZE}, 1, 1)
42
- fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
43
- let i = gid.x;
44
- if (i == 0u) {
45
- // The {count, elements} header the csdldf scan sizes itself from.
46
- atomicStore(&histogram[0], u_bucket_count);
47
- }
48
- if (i < u_bucket_count) {
49
- atomicStore(&histogram[1u + i], 0u);
50
- atomicStore(&cursor[i], 0u);
51
- }
52
- }
53
- `);
54
-
55
- export const shader_particle_sort_reset = ComputeShader.from({
56
- label: "Particle Sort Reset",
57
- resources: reset_resources,
58
- body: reset_body,
59
- group_size: [PARTICLE_SORT_WORKGROUP_SIZE, 1, 1],
60
- });
61
-
62
- const READ_MAT4 = /* wgsl */ `
63
- fn particle_read_mat4(m : ptr<storage, array<u32>, read>, o : u32) -> mat4x4<f32> {
64
- return mat4x4<f32>(
65
- vec4<f32>(bitcast<f32>((*m)[o + 0u]), bitcast<f32>((*m)[o + 1u]), bitcast<f32>((*m)[o + 2u]), bitcast<f32>((*m)[o + 3u])),
66
- vec4<f32>(bitcast<f32>((*m)[o + 4u]), bitcast<f32>((*m)[o + 5u]), bitcast<f32>((*m)[o + 6u]), bitcast<f32>((*m)[o + 7u])),
67
- vec4<f32>(bitcast<f32>((*m)[o + 8u]), bitcast<f32>((*m)[o + 9u]), bitcast<f32>((*m)[o + 10u]), bitcast<f32>((*m)[o + 11u])),
68
- vec4<f32>(bitcast<f32>((*m)[o + 12u]), bitcast<f32>((*m)[o + 13u]), bitcast<f32>((*m)[o + 14u]), bitcast<f32>((*m)[o + 15u])),
69
- );
70
- }
71
- `;
72
-
73
- // --- histogram pass ---
74
-
75
- const histogram_resources = new ShaderResourceSetDescriptor();
76
- histogram_resources.createGroup()
77
- .addStorageBuffer("emitters", WebGPUArray.u32, false)
78
- .addStorageBuffer("pool", WebGPUArray.u32, false)
79
- .addStorageBuffer("alive", WebGPUArray.u32, false)
80
- .addStorageBuffer("view_matrix", WebGPUArray.u32, false)
81
- .addStorageBuffer("keys", WebGPUArray.u32, true)
82
- .addStorageBuffer("histogram", WebGPUArray.from(atomic_u32), true)
83
- .addUniform("u_near", f32)
84
- .addUniform("u_far", f32)
85
- .addUniform("u_bucket_count", u32)
86
- .addUniform("u_count", u32);
87
-
88
- const histogram_body = CodeChunk.from(/* wgsl */ `
89
- const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
90
- const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
91
- const PARTICLE_ATTRIBUTE_ABSENT : u32 = ${EMITTER_ATTRIBUTE_ABSENT}u;
92
-
93
- ${READ_MAT4}
94
-
95
- @compute @workgroup_size(${PARTICLE_SORT_WORKGROUP_SIZE}, 1, 1)
96
- fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
97
- let i = gid.x;
98
- if (i >= u_count) { return; }
99
-
100
- let slot = alive[i];
101
- let base = slot * PARTICLE_RECORD_WORDS;
102
- let emitter_index = pool[base + PARTICLE_HEADER_EMITTER];
103
- let em = particle_emitter_read(&emitters, emitter_index);
104
-
105
- var world_pos = vec3<f32>(0.0);
106
- if (em.render_position != PARTICLE_ATTRIBUTE_ABSENT) {
107
- let o = base + em.render_position;
108
- world_pos = vec3<f32>(bitcast<f32>(pool[o]), bitcast<f32>(pool[o + 1u]), bitcast<f32>(pool[o + 2u]));
109
- }
110
-
111
- let view = particle_read_mat4(&view_matrix, 0u);
112
- let view_depth = -(view * vec4<f32>(world_pos, 1.0)).z;
113
-
114
- let t = (view_depth - u_near) / max(u_far - u_near, 1e-6);
115
- let clamped = clamp(1.0 - t, 0.0, 1.0);
116
- let bucket = min(u32(clamped * f32(u_bucket_count)), u_bucket_count - 1u);
117
-
118
- keys[i] = bucket;
119
- atomicAdd(&histogram[1u + bucket], 1u);
120
- }
121
- `, [chunk_particle_emitter]);
122
-
123
- export const shader_particle_sort_histogram = ComputeShader.from({
124
- label: "Particle Sort Histogram",
125
- resources: histogram_resources,
126
- body: histogram_body,
127
- group_size: [PARTICLE_SORT_WORKGROUP_SIZE, 1, 1],
128
- });
129
-
130
- // --- scatter pass ---
131
-
132
- const scatter_resources = new ShaderResourceSetDescriptor();
133
- scatter_resources.createGroup()
134
- .addStorageBuffer("keys", WebGPUArray.u32, false)
135
- .addStorageBuffer("alive", WebGPUArray.u32, false)
136
- .addStorageBuffer("scanned", WebGPUArray.u32, false)
137
- .addStorageBuffer("cursor", WebGPUArray.from(atomic_u32), true)
138
- .addStorageBuffer("sorted", WebGPUArray.u32, true)
139
- .addUniform("u_count", u32);
140
-
141
- const scatter_body = CodeChunk.from(/* wgsl */ `
142
- @compute @workgroup_size(${PARTICLE_SORT_WORKGROUP_SIZE}, 1, 1)
143
- fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
144
- let i = gid.x;
145
- if (i >= u_count) { return; }
146
-
147
- let bucket = keys[i];
148
- // Exclusive offset = inclusive prefix sum up to bucket-1. With the count field at index 0 the
149
- // scanned inclusive value for bucket b lives at index (1+b), so bucket b-1 is at index b.
150
- let exclusive = select(0u, scanned[bucket], bucket > 0u);
151
- let rank = atomicAdd(&cursor[bucket], 1u);
152
- sorted[exclusive + rank] = alive[i];
153
- }
154
- `);
155
-
156
- export const shader_particle_sort_scatter = ComputeShader.from({
157
- label: "Particle Sort Scatter",
158
- resources: scatter_resources,
159
- body: scatter_body,
160
- group_size: [PARTICLE_SORT_WORKGROUP_SIZE, 1, 1],
161
- });
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 { PARTICLE_RECORD_HEADER_EMITTER, PARTICLE_RECORD_WORD_COUNT } from "../ParticleConstants.js";
7
+ import { EMITTER_ATTRIBUTE_ABSENT } from "../data/PARTICLE_EMITTER_LAYOUT.js";
8
+ import { chunk_particle_emitter } from "../data/chunk_particle_emitter.js";
9
+
10
+ /**
11
+ * Depth-sort shaders. Three passes bracket a `csdldf` prefix scan:
12
+ *
13
+ * 0. {@link shader_particle_sort_reset} — every frame, write the histogram's `{count}` field
14
+ * (= bucket count, which the csdldf scan reads to size itself) and zero the histogram bins and
15
+ * the scatter cursor. Without this the scan consumes garbage counts and the scatter compounds
16
+ * last frame's ranks — the buffers are only zeroed by WebGPU on CREATION, not per frame.
17
+ * 1. {@link shader_particle_sort_histogram} — per alive particle, project its render position into
18
+ * view space, quantise the depth into a back-to-front bucket (far first), store the bucket in
19
+ * `keys`, and atomically bump the per-bucket `histogram`.
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+ * 2. graph_prefix_scan_csdldf turns the histogram into inclusive prefix sums.
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+ * 3. {@link shader_particle_sort_scatter} — per particle, read its bucket, take the exclusive
22
+ * offset from the scanned histogram and an atomic per-bucket rank, and write the particle's slot
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+ * into `sorted` at that position.
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+ *
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+ * The `csdldf` scan uses subgroup ops and isn't runnable under the emulator; the reset, histogram
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+ * and scatter passes are, and the CPU reference {@link ./particle_counting_sort.js} pins the
27
+ * algorithm.
28
+ */
29
+
30
+ export const PARTICLE_SORT_WORKGROUP_SIZE = 64;
31
+
32
+ // --- reset pass ---
33
+
34
+ const reset_resources = new ShaderResourceSetDescriptor();
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+ reset_resources.createGroup()
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+ .addStorageBuffer("histogram", WebGPUArray.from(atomic_u32), true)
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+ .addStorageBuffer("cursor", WebGPUArray.from(atomic_u32), true)
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+ .addUniform("u_bucket_count", u32);
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+
40
+ const reset_body = CodeChunk.from(/* wgsl */ `
41
+ @compute @workgroup_size(${PARTICLE_SORT_WORKGROUP_SIZE}, 1, 1)
42
+ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
43
+ let i = gid.x;
44
+ if (i == 0u) {
45
+ // The {count, elements} header the csdldf scan sizes itself from.
46
+ atomicStore(&histogram[0], u_bucket_count);
47
+ }
48
+ if (i < u_bucket_count) {
49
+ atomicStore(&histogram[1u + i], 0u);
50
+ atomicStore(&cursor[i], 0u);
51
+ }
52
+ }
53
+ `);
54
+
55
+ export const shader_particle_sort_reset = ComputeShader.from({
56
+ label: "Particle Sort Reset",
57
+ resources: reset_resources,
58
+ body: reset_body,
59
+ });
60
+
61
+ const READ_MAT4 = /* wgsl */ `
62
+ fn particle_read_mat4(m : ptr<storage, array<u32>, read>, o : u32) -> mat4x4<f32> {
63
+ return mat4x4<f32>(
64
+ vec4<f32>(bitcast<f32>((*m)[o + 0u]), bitcast<f32>((*m)[o + 1u]), bitcast<f32>((*m)[o + 2u]), bitcast<f32>((*m)[o + 3u])),
65
+ vec4<f32>(bitcast<f32>((*m)[o + 4u]), bitcast<f32>((*m)[o + 5u]), bitcast<f32>((*m)[o + 6u]), bitcast<f32>((*m)[o + 7u])),
66
+ vec4<f32>(bitcast<f32>((*m)[o + 8u]), bitcast<f32>((*m)[o + 9u]), bitcast<f32>((*m)[o + 10u]), bitcast<f32>((*m)[o + 11u])),
67
+ vec4<f32>(bitcast<f32>((*m)[o + 12u]), bitcast<f32>((*m)[o + 13u]), bitcast<f32>((*m)[o + 14u]), bitcast<f32>((*m)[o + 15u])),
68
+ );
69
+ }
70
+ `;
71
+
72
+ // --- histogram pass ---
73
+
74
+ const histogram_resources = new ShaderResourceSetDescriptor();
75
+ histogram_resources.createGroup()
76
+ .addStorageBuffer("emitters", WebGPUArray.u32, false)
77
+ .addStorageBuffer("pool", WebGPUArray.u32, false)
78
+ .addStorageBuffer("alive", WebGPUArray.u32, false)
79
+ .addStorageBuffer("view_matrix", WebGPUArray.u32, false)
80
+ .addStorageBuffer("keys", WebGPUArray.u32, true)
81
+ .addStorageBuffer("histogram", WebGPUArray.from(atomic_u32), true)
82
+ .addUniform("u_near", f32)
83
+ .addUniform("u_far", f32)
84
+ .addUniform("u_bucket_count", u32)
85
+ .addUniform("u_count", u32);
86
+
87
+ const histogram_body = CodeChunk.from(/* wgsl */ `
88
+ const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
89
+ const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
90
+ const PARTICLE_ATTRIBUTE_ABSENT : u32 = ${EMITTER_ATTRIBUTE_ABSENT}u;
91
+
92
+ ${READ_MAT4}
93
+
94
+ @compute @workgroup_size(${PARTICLE_SORT_WORKGROUP_SIZE}, 1, 1)
95
+ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
96
+ let i = gid.x;
97
+ if (i >= u_count) { return; }
98
+
99
+ let slot = alive[i];
100
+ let base = slot * PARTICLE_RECORD_WORDS;
101
+ let emitter_index = pool[base + PARTICLE_HEADER_EMITTER];
102
+ let em = particle_emitter_read(&emitters, emitter_index);
103
+
104
+ var world_pos = vec3<f32>(0.0);
105
+ if (em.render_position != PARTICLE_ATTRIBUTE_ABSENT) {
106
+ let o = base + em.render_position;
107
+ world_pos = vec3<f32>(bitcast<f32>(pool[o]), bitcast<f32>(pool[o + 1u]), bitcast<f32>(pool[o + 2u]));
108
+ }
109
+
110
+ let view = particle_read_mat4(&view_matrix, 0u);
111
+ let view_depth = -(view * vec4<f32>(world_pos, 1.0)).z;
112
+
113
+ let t = (view_depth - u_near) / max(u_far - u_near, 1e-6);
114
+ let clamped = clamp(1.0 - t, 0.0, 1.0);
115
+ let bucket = min(u32(clamped * f32(u_bucket_count)), u_bucket_count - 1u);
116
+
117
+ keys[i] = bucket;
118
+ atomicAdd(&histogram[1u + bucket], 1u);
119
+ }
120
+ `, [chunk_particle_emitter]);
121
+
122
+ export const shader_particle_sort_histogram = ComputeShader.from({
123
+ label: "Particle Sort Histogram",
124
+ resources: histogram_resources,
125
+ body: histogram_body,
126
+ });
127
+
128
+ // --- scatter pass ---
129
+
130
+ const scatter_resources = new ShaderResourceSetDescriptor();
131
+ scatter_resources.createGroup()
132
+ .addStorageBuffer("keys", WebGPUArray.u32, false)
133
+ .addStorageBuffer("alive", WebGPUArray.u32, false)
134
+ .addStorageBuffer("scanned", WebGPUArray.u32, false)
135
+ .addStorageBuffer("cursor", WebGPUArray.from(atomic_u32), true)
136
+ .addStorageBuffer("sorted", WebGPUArray.u32, true)
137
+ .addUniform("u_count", u32);
138
+
139
+ const scatter_body = CodeChunk.from(/* wgsl */ `
140
+ @compute @workgroup_size(${PARTICLE_SORT_WORKGROUP_SIZE}, 1, 1)
141
+ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
142
+ let i = gid.x;
143
+ if (i >= u_count) { return; }
144
+
145
+ let bucket = keys[i];
146
+ // Exclusive offset = inclusive prefix sum up to bucket-1. With the count field at index 0 the
147
+ // scanned inclusive value for bucket b lives at index (1+b), so bucket b-1 is at index b.
148
+ let exclusive = select(0u, scanned[bucket], bucket > 0u);
149
+ let rank = atomicAdd(&cursor[bucket], 1u);
150
+ sorted[exclusive + rank] = alive[i];
151
+ }
152
+ `);
153
+
154
+ export const shader_particle_sort_scatter = ComputeShader.from({
155
+ label: "Particle Sort Scatter",
156
+ resources: scatter_resources,
157
+ body: scatter_body,
158
+ });