@woosh/meep-engine 3.11.3 → 3.13.0

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 (596) 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/GPUDecalRenderer.js +3 -3
  168. package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
  169. package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
  170. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
  171. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
  172. package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
  173. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
  174. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
  175. package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
  176. package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
  177. package/src/engine/graphics3/decal/shader_decal_composite.js +4 -2
  178. package/src/engine/graphics3/highlight/GPUHighlightRenderer.d.ts.map +1 -1
  179. package/src/engine/graphics3/highlight/GPUHighlightRenderer.js +2 -3
  180. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
  181. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  182. package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
  183. package/src/engine/graphics3/highlight/shader_highlight_outline.js +150 -150
  184. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
  185. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
  186. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
  187. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
  188. package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
  189. package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
  190. package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
  191. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
  192. package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
  193. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  194. package/src/shade/RENDERER_CONTRACT.md +2 -1
  195. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts +18 -0
  196. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts.map +1 -1
  197. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.js +73 -0
  198. package/src/shade/device/PASS_ENCODER_PROPOSAL_2026_08_31.md +750 -0
  199. package/src/shade/device/ShadeGPUCommandContext.d.ts +10 -16
  200. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  201. package/src/shade/device/ShadeGPUCommandContext.js +801 -994
  202. package/src/shade/device/pass/ShadeGPUComputePassEncoder.d.ts +107 -0
  203. package/src/shade/device/pass/ShadeGPUComputePassEncoder.d.ts.map +1 -0
  204. package/src/shade/device/pass/ShadeGPUComputePassEncoder.js +222 -0
  205. package/src/shade/device/pass/ShadeGPURenderPassEncoder.d.ts +168 -0
  206. package/src/shade/device/pass/ShadeGPURenderPassEncoder.d.ts.map +1 -0
  207. package/src/shade/device/pass/ShadeGPURenderPassEncoder.js +317 -0
  208. package/src/shade/device/timing/GPUTimerArray.d.ts +4 -9
  209. package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
  210. package/src/shade/device/timing/GPUTimerArray.js +261 -289
  211. package/src/shade/device/timing/GPU_PROFILER_PROPOSAL_2026_08_28.md +20 -2
  212. package/src/shade/device/timing/ShadeGPUContextProfiler.d.ts +59 -0
  213. package/src/shade/device/timing/ShadeGPUContextProfiler.d.ts.map +1 -0
  214. package/src/shade/device/timing/ShadeGPUContextProfiler.js +182 -0
  215. package/src/shade/device/timing/profile/GPUProfileSession.d.ts +4 -4
  216. package/src/shade/device/timing/profile/GPUProfileSession.js +4 -4
  217. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  218. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +3 -2
  219. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
  220. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +3 -2
  221. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  222. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +135 -134
  223. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
  224. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
  225. package/src/shade/renderer/Renderer.d.ts +0 -6
  226. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  227. package/src/shade/renderer/Renderer.js +0 -29
  228. package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
  229. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  230. package/src/shade/renderer/animation/GPUAnimationManager.js +1 -3
  231. package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
  232. package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
  233. package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
  234. package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
  235. package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
  236. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
  237. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
  238. package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
  239. package/src/shade/renderer/animation/shader_animation_tick.js +4 -2
  240. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  241. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +8 -18
  242. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
  243. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +3 -2
  244. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
  245. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +4 -2
  246. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts +1 -1
  247. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
  248. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +24 -10
  249. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
  250. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +3 -2
  251. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  252. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +5 -2
  253. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
  254. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
  255. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
  256. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +0 -1
  257. package/src/shade/renderer/atmosphere/shader_transmittance_lut.js +3 -3
  258. package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +136 -136
  259. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
  260. package/src/shade/renderer/buffer/table/GPUDatabase.js +16 -22
  261. package/src/shade/renderer/buffer/table/gpu_table_element_upload_shader.d.ts.map +1 -1
  262. package/src/shade/renderer/buffer/table/gpu_table_element_upload_shader.js +7 -2
  263. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts.map +1 -1
  264. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +11 -5
  265. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
  266. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +43 -42
  267. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.d.ts.map +1 -1
  268. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.js +83 -84
  269. package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts.map +1 -1
  270. package/src/shade/renderer/deferred/shader_tonemap_HDR.js +4 -1
  271. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.d.ts +2 -2
  272. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.d.ts.map +1 -1
  273. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.js +167 -167
  274. package/src/shade/renderer/dynamic/shader_dynamic_mesh.d.ts.map +1 -1
  275. package/src/shade/renderer/dynamic/shader_dynamic_mesh.js +177 -170
  276. package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +918 -918
  277. package/src/shade/renderer/fow/GPUFogOfWarRenderer.js +3 -3
  278. package/src/shade/renderer/fow/shader_fog_of_war.d.ts.map +1 -1
  279. package/src/shade/renderer/fow/shader_fog_of_war.js +3 -1
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  487. package/src/shade/renderer/rasterize/expand/mesh/shader_mesh_expand_to_meshlets_prefix.js +89 -90
  488. package/src/shade/renderer/rasterize/expand/mesh/shader_meshes_to_meshlet_counts.d.ts.map +1 -1
  489. package/src/shade/renderer/rasterize/expand/mesh/shader_meshes_to_meshlet_counts.js +61 -62
  490. package/src/shade/renderer/rasterize/expand/pass1/filter_meshlets.2-way.compute.d.ts.map +1 -1
  491. package/src/shade/renderer/rasterize/expand/pass1/filter_meshlets.2-way.compute.js +153 -154
  492. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_alpha_tested_pass_descriptor.js +144 -144
  493. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_pass_descriptor.js +88 -88
  494. package/src/shade/renderer/rasterize/native/oit/graph_rasterize_meshes_transparent_oit.js +722 -722
  495. package/src/shade/renderer/rasterize/native/oit/shader_oit_generate_moments.js +217 -217
  496. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments.js +179 -179
  497. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +178 -178
  498. package/src/shade/renderer/rasterize/native/viz/viz_rasterization_alpha_tested_pass_descriptor.js +194 -194
  499. package/src/shade/renderer/rasterize/native/viz/viz_rasterization_opaque_pass_descriptor.js +76 -76
  500. package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.d.ts.map +1 -1
  501. package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.js +1 -9
  502. package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.d.ts.map +1 -1
  503. package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js +1 -6
  504. package/src/shade/renderer/restir/di/graph_restir_di.d.ts.map +1 -1
  505. package/src/shade/renderer/restir/di/graph_restir_di.js +2 -3
  506. package/src/shade/renderer/restir/di/graph_restir_di_denoise.d.ts.map +1 -1
  507. package/src/shade/renderer/restir/di/graph_restir_di_denoise.js +1 -2
  508. package/src/shade/renderer/restir/di/shader_restir_di_denoise.d.ts.map +1 -1
  509. package/src/shade/renderer/restir/di/shader_restir_di_denoise.js +5 -3
  510. package/src/shade/renderer/restir/di/shader_restir_di_resample.d.ts.map +1 -1
  511. package/src/shade/renderer/restir/di/shader_restir_di_resample.js +4 -3
  512. package/src/shade/renderer/restir/di/shader_restir_di_resolve.d.ts.map +1 -1
  513. package/src/shade/renderer/restir/di/shader_restir_di_resolve.js +4 -3
  514. package/src/shade/renderer/restir/di/shader_restir_di_spatial.d.ts.map +1 -1
  515. package/src/shade/renderer/restir/di/shader_restir_di_spatial.js +116 -117
  516. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts.map +1 -1
  517. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.js +3 -7
  518. package/src/shade/renderer/scene/hierarchy/graph_scene_update_transform_hierarchy_naive.js +123 -123
  519. package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.d.ts.map +1 -1
  520. package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.js +64 -65
  521. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.d.ts.map +1 -1
  522. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.js +372 -373
  523. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.d.ts.map +1 -1
  524. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.js +111 -112
  525. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.d.ts.map +1 -1
  526. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.js +147 -145
  527. package/src/shade/renderer/shader/ComputeShader.d.ts +26 -5
  528. package/src/shade/renderer/shader/ComputeShader.d.ts.map +1 -1
  529. package/src/shade/renderer/shader/ComputeShader.js +347 -296
  530. package/src/shade/renderer/shader/ImageShader.js +217 -217
  531. package/src/shade/renderer/shader/ShaderDescriptor.d.ts +5 -0
  532. package/src/shade/renderer/shader/ShaderDescriptor.d.ts.map +1 -1
  533. package/src/shade/renderer/shader/ShaderDescriptor.js +20 -0
  534. package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts +2 -2
  535. package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts.map +1 -1
  536. package/src/shade/renderer/shader/pass/RenderPassDescriptor.js +189 -189
  537. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts.map +1 -1
  538. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.js +3 -1
  539. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts +47 -0
  540. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts.map +1 -0
  541. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.js +448 -0
  542. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  543. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +14 -18
  544. package/src/shade/renderer/shadow/map/csm/graph_csm_setup_cascades.js +3 -3
  545. package/src/shade/renderer/shadow/map/shader/shader_shadowmap_remap_cube_to_octahedral.d.ts.map +1 -1
  546. package/src/shade/renderer/shadow/map/shader/shader_shadowmap_remap_cube_to_octahedral.js +5 -1
  547. package/src/shade/renderer/shadow/ray/shader_shadow_upscale.d.ts.map +1 -1
  548. package/src/shade/renderer/shadow/ray/shader_shadow_upscale.js +3 -1
  549. package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +73 -73
  550. package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.d.ts.map +1 -1
  551. package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.js +151 -148
  552. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.d.ts.map +1 -1
  553. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +6 -4
  554. package/src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.d.ts.map +1 -1
  555. package/src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.js +18 -4
  556. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.d.ts.map +1 -1
  557. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +11 -12
  558. package/src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.d.ts.map +1 -1
  559. package/src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.js +6 -2
  560. package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.d.ts.map +1 -1
  561. package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.js +129 -127
  562. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.d.ts.map +1 -1
  563. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.js +5 -3
  564. package/src/shade/renderer/texture/virtual/VirtualTextureManager.d.ts.map +1 -1
  565. package/src/shade/renderer/texture/virtual/VirtualTextureManager.js +2 -5
  566. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
  567. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +3 -2
  568. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +1 -1
  569. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  570. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +14 -19
  571. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts +3 -2
  572. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
  573. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +3 -2
  574. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts +0 -2
  575. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
  576. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +17 -6
  577. package/src/shade/renderer/water/shader_water.js +246 -246
  578. package/src/shade/vitest.setup.mjs +1 -1
  579. package/src/shade/wgsl/emulator/ComputeShaderEmulator.js +291 -291
  580. package/src/shade/wgsl/validate_wgsl_source.d.ts.map +1 -1
  581. package/src/shade/wgsl/validate_wgsl_source.js +8 -3
  582. package/src/view/minimap/Minimap.d.ts +2 -2
  583. package/src/view/minimap/Minimap.d.ts.map +1 -1
  584. package/src/view/minimap/Minimap.js +225 -225
  585. package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
  586. package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
  587. package/src/view/minimap/dom/MinimapCameraView.js +206 -206
  588. package/src/shade/device/timing/profile/make_profiling_pass_encoder.d.ts +0 -21
  589. package/src/shade/device/timing/profile/make_profiling_pass_encoder.d.ts.map +0 -1
  590. package/src/shade/device/timing/profile/make_profiling_pass_encoder.js +0 -114
  591. package/src/shade/device/timing/profile/parse_workgroup_size.d.ts +0 -20
  592. package/src/shade/device/timing/profile/parse_workgroup_size.d.ts.map +0 -1
  593. package/src/shade/device/timing/profile/parse_workgroup_size.js +0 -43
  594. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts +0 -3
  595. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts.map +0 -1
  596. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
@@ -1,84 +1,84 @@
1
- /**
2
- * One entry of an {@link Animation} component's clip list, while it is being played.
3
- *
4
- * The `Animation` component says *what* to play — a name, a repeat count, a weight, a time scale —
5
- * and holds no clock of its own, because it is data that a level authors and a save round-trips.
6
- * This is the running half: where that clip is, how strongly it is contributing, and whether it has
7
- * run out. {@link AnimationSystem3} owns one per clip in the list and hands them out, because the
8
- * pose a gameplay query has to answer from is exactly this (I-4) — never a readback.
9
- */
10
- export class ClipPlayback {
11
- /**
12
- * The list entry being played. Its `weight`, `timeScale` and `repeatCount` are read every
13
- * frame, so changing one takes effect without removing and re-adding the clip.
14
- *
15
- * @type {AnimationClip}
16
- */
17
- clip = null;
18
-
19
- /**
20
- * Which of the model instance's clips this is, by index — the same order the animation
21
- * manager's registration uses, which is what makes it the lookup for both.
22
- *
23
- * @type {number}
24
- */
25
- slot = -1;
26
-
27
- /**
28
- * Seconds the clip runs for, taken from the model when the playback was created rather than
29
- * read per frame: `ShadeAnimationClip.duration` walks every channel and every curve.
30
- *
31
- * @type {number}
32
- */
33
- duration = 0;
34
-
35
- /**
36
- * Time played since the clip was added to the list, scaled by {@link clip}'s time scale and
37
- * **not** folded into the clip's own span — this is what says how many repeats have gone by.
38
- *
39
- * @type {number}
40
- */
41
- elapsed = 0;
42
-
43
- /**
44
- * Where the clip is playing, in seconds from its own start: wrapped while it is repeating and
45
- * held at the end once it has run out. Directly what the renderer's clip record wants.
46
- *
47
- * @type {number}
48
- */
49
- time = 0;
50
-
51
- /**
52
- * The share of the pose this clip is contributing, normalized across every clip in the list —
53
- * see {@link AnimationSystem3}.
54
- *
55
- * @type {number}
56
- */
57
- weight = 0;
58
-
59
- /**
60
- * Whether the clip has played out its repeat count. A looping clip never does.
61
- *
62
- * The clip goes on contributing afterwards, holding its last frame; what this marks is the
63
- * moment `animation-event-clip-ended` was fired for it.
64
- *
65
- * @type {boolean}
66
- */
67
- finished = false;
68
-
69
- /**
70
- * @param {AnimationClip} clip
71
- * @param {number} slot
72
- * @param {number} duration
73
- * @returns {ClipPlayback}
74
- */
75
- static from(clip, slot, duration) {
76
- const r = new ClipPlayback();
77
-
78
- r.clip = clip;
79
- r.slot = slot;
80
- r.duration = duration;
81
-
82
- return r;
83
- }
84
- }
1
+ /**
2
+ * One entry of an {@link Animation} component's clip list, while it is being played.
3
+ *
4
+ * The `Animation` component says *what* to play — a name, a repeat count, a weight, a time scale —
5
+ * and holds no clock of its own, because it is data that a level authors and a save round-trips.
6
+ * This is the running half: where that clip is, how strongly it is contributing, and whether it has
7
+ * run out. {@link AnimationSystem} owns one per clip in the list and hands them out, because the
8
+ * pose a gameplay query has to answer from is exactly this (I-4) — never a readback.
9
+ */
10
+ export class ClipPlayback {
11
+ /**
12
+ * The list entry being played. Its `weight`, `timeScale` and `repeatCount` are read every
13
+ * frame, so changing one takes effect without removing and re-adding the clip.
14
+ *
15
+ * @type {AnimationClip}
16
+ */
17
+ clip = null;
18
+
19
+ /**
20
+ * Which of the model instance's clips this is, by index — the same order the animation
21
+ * manager's registration uses, which is what makes it the lookup for both.
22
+ *
23
+ * @type {number}
24
+ */
25
+ slot = -1;
26
+
27
+ /**
28
+ * Seconds the clip runs for, taken from the model when the playback was created rather than
29
+ * read per frame: `ShadeAnimationClip.duration` walks every channel and every curve.
30
+ *
31
+ * @type {number}
32
+ */
33
+ duration = 0;
34
+
35
+ /**
36
+ * Time played since the clip was added to the list, scaled by {@link clip}'s time scale and
37
+ * **not** folded into the clip's own span — this is what says how many repeats have gone by.
38
+ *
39
+ * @type {number}
40
+ */
41
+ elapsed = 0;
42
+
43
+ /**
44
+ * Where the clip is playing, in seconds from its own start: wrapped while it is repeating and
45
+ * held at the end once it has run out. Directly what the renderer's clip record wants.
46
+ *
47
+ * @type {number}
48
+ */
49
+ time = 0;
50
+
51
+ /**
52
+ * The share of the pose this clip is contributing, normalized across every clip in the list —
53
+ * see {@link AnimationSystem}.
54
+ *
55
+ * @type {number}
56
+ */
57
+ weight = 0;
58
+
59
+ /**
60
+ * Whether the clip has played out its repeat count. A looping clip never does.
61
+ *
62
+ * The clip goes on contributing afterwards, holding its last frame; what this marks is the
63
+ * moment `animation-event-clip-ended` was fired for it.
64
+ *
65
+ * @type {boolean}
66
+ */
67
+ finished = false;
68
+
69
+ /**
70
+ * @param {AnimationClip} clip
71
+ * @param {number} slot
72
+ * @param {number} duration
73
+ * @returns {ClipPlayback}
74
+ */
75
+ static from(clip, slot, duration) {
76
+ const r = new ClipPlayback();
77
+
78
+ r.clip = clip;
79
+ r.slot = slot;
80
+ r.duration = duration;
81
+
82
+ return r;
83
+ }
84
+ }
@@ -10,7 +10,7 @@ import { TextureFilterType } from "../../../shade/renderer/texture/TextureFilter
10
10
  import { SAMPLER_LINEAR_UPSCALE } from "../../../shade/renderer/texture/SAMPLER_LINEAR_UPSCALE.js";
11
11
  import { graph_build_decal_clusters } from "./graph_build_decal_clusters.js";
12
12
  import { DECAL_RECORD_WORD_COUNT } from "./DECAL_GPU_RECORD.js";
13
- import { DECAL_COMPOSITE_SETTINGS, shader_decal_composite } from "./shader_decal_composite.js";
13
+ import { shader_decal_composite } from "./shader_decal_composite.js";
14
14
  import { build_light_cluster_parameters } from "../../../shade/renderer/light/cluster/build_light_cluster_parameters.js";
15
15
  import { DECAL_CLUSTER_RESOLUTION_Z } from "./DECAL_CLUSTER.js";
16
16
 
@@ -190,12 +190,12 @@ export class GPUDecalRenderer {
190
190
  const encoder = context.encoder;
191
191
  const graphics = context.graphics;
192
192
 
193
- const settings = encoder.allocateTransientValueBuffer(DECAL_COMPOSITE_SETTINGS, {
193
+ const settings = {
194
194
  cluster_params,
195
195
  screen_resolution: resolution,
196
196
  distance_min: camera.camera.near,
197
197
  distance_max: camera.camera.far,
198
- });
198
+ };
199
199
 
200
200
  const sampler = graphics.samplers.obtain(SAMPLER_LINEAR_UPSCALE);
201
201
 
@@ -1 +1 @@
1
- {"version":3,"file":"graph_build_decal_clusters.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/decal/graph_build_decal_clusters.js"],"names":[],"mappings":"AAiGA;;;;;;;;;;;;;;;GAeG;AACH;YAFsB,MAAM;UAAQ,MAAM;gBAAc,MAAM;EAoG7D"}
1
+ {"version":3,"file":"graph_build_decal_clusters.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/decal/graph_build_decal_clusters.js"],"names":[],"mappings":"AA+FA;;;;;;;;;;;;;;;GAeG;AACH;YAFsB,MAAM;UAAQ,MAAM;gBAAc,MAAM;EAoG7D"}
@@ -16,12 +16,10 @@ import {
16
16
  } from "./DECAL_CLUSTER.js";
17
17
  import {
18
18
  DECAL_CLUSTER_ASSIGNMENT_SETTINGS,
19
- DECAL_CLUSTER_WORKGROUP_SIZE,
20
19
  shader_cluster_assign_decals
21
20
  } from "./shader_cluster_assign_decals.js";
22
21
  import {
23
22
  DECAL_CULL_SETTINGS,
24
- SHADER_CULL_DECALS_WORKGROUP_SIZE,
25
23
  shader_cull_decals_frustum
26
24
  } from "./shader_cull_decals_frustum.js";
27
25
 
@@ -75,7 +73,7 @@ function graph_cull_decals({ graph, camera, decals, decal_count }) {
75
73
  const output = resources.get(data.output);
76
74
  const settings = resources.get(data.settings);
77
75
 
78
- shader_cull_decals_frustum.dispatch({
76
+ shader_cull_decals_frustum.dispatchThreads({
79
77
  encoder: context.encoder,
80
78
  bindings: {
81
79
  camera: camera.buffer,
@@ -83,7 +81,7 @@ function graph_cull_decals({ graph, camera, decals, decal_count }) {
83
81
  decal_data: decals.buffer,
84
82
  output,
85
83
  },
86
- group_count_x: Math.ceil(decal_count / SHADER_CULL_DECALS_WORKGROUP_SIZE),
84
+ thread_count_x: decal_count,
87
85
  });
88
86
  }
89
87
 
@@ -170,12 +168,12 @@ export function graph_build_decal_clusters({ graph, camera, decals, decal_count,
170
168
  const cluster_data = resources.get(data.cluster_data);
171
169
  const settings = resources.get(data.settings);
172
170
 
173
- shader_cluster_assign_decals.dispatch({
171
+ shader_cluster_assign_decals.dispatchThreads({
174
172
  encoder: context.encoder,
175
173
 
176
- group_count_x: Math.ceil(cluster_count_x / DECAL_CLUSTER_WORKGROUP_SIZE[0]),
177
- group_count_y: Math.ceil(cluster_count_y / DECAL_CLUSTER_WORKGROUP_SIZE[1]),
178
- group_count_z: Math.ceil(DECAL_CLUSTER_RESOLUTION_Z / DECAL_CLUSTER_WORKGROUP_SIZE[2]),
174
+ thread_count_x: cluster_count_x,
175
+ thread_count_y: cluster_count_y,
176
+ thread_count_z: DECAL_CLUSTER_RESOLUTION_Z,
179
177
 
180
178
  bindings: {
181
179
  camera: camera.buffer,
@@ -1,12 +1,5 @@
1
1
  export const DECAL_CLUSTER_ASSIGNMENT_SETTINGS: WebGPUStruct;
2
2
  export const DECAL_CLUSTER_LOOKUP_STRUCT: WebGPUArray;
3
- /**
4
- * Matching the light assignment's own reasoning: this shader uses a great many registers, and larger
5
- * workgroups mostly fail to get an allocation and sit idle.
6
- *
7
- * @type {number[]}
8
- */
9
- export const DECAL_CLUSTER_WORKGROUP_SIZE: number[];
10
3
  /**
11
4
  * Which decals cover which froxel.
12
5
  *
@@ -1 +1 @@
1
- {"version":3,"file":"shader_cluster_assign_decals.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/decal/shader_cluster_assign_decals.js"],"names":[],"mappings":"AAuCA,6DAMG;AAiBH,sDAAoF;AAMpF;;;;;GAKG;AACH,2CAFU,MAAM,EAAE,CAEoC;AAuHtD;;;;;;;;GAQG;AACH,2CAFU,aAAa,CAMpB;6BAjL0B,qDAAqD;4BADtD,oDAAoD;8BALlD,iDAAiD"}
1
+ {"version":3,"file":"shader_cluster_assign_decals.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/decal/shader_cluster_assign_decals.js"],"names":[],"mappings":"AAuCA,6DAMG;AAiBH,sDAAoF;AAmIpF;;;;;;;;GAQG;AACH,2CAFU,aAAa,CAMpB;6BAjL0B,qDAAqD;4BADtD,oDAAoD;8BALlD,iDAAiD"}
@@ -72,7 +72,7 @@ resources.createGroup({ label: "output" })
72
72
  *
73
73
  * @type {number[]}
74
74
  */
75
- export const DECAL_CLUSTER_WORKGROUP_SIZE = [4, 4, 4];
75
+ const DECAL_CLUSTER_WORKGROUP_SIZE = [4, 4, 4];
76
76
 
77
77
  const body = CodeChunk.from(
78
78
  //language=WGSL
@@ -1,7 +1,3 @@
1
- /**
2
- * @type {number}
3
- */
4
- export const SHADER_CULL_DECALS_WORKGROUP_SIZE: number;
5
1
  /**
6
2
  * Which decals are worth binning into froxels at all.
7
3
  *
@@ -1 +1 @@
1
- {"version":3,"file":"shader_cull_decals_frustum.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/decal/shader_cull_decals_frustum.js"],"names":[],"mappings":"AAeA;;GAEG;AACH,gDAFU,MAAM,CAEmE;AAuEnF;;;;;;;;GAQG;AACH,yCAFU,aAAa,CAMpB;AAEH;;GAEG;AACH,kCAFU,YAAY,CAE6B;8BAtGrB,iDAAiD;6BAMlD,qDAAqD"}
1
+ {"version":3,"file":"shader_cull_decals_frustum.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/decal/shader_cull_decals_frustum.js"],"names":[],"mappings":"AAyFA;;;;;;;;GAQG;AACH,yCAFU,aAAa,CAMpB;AAEH;;GAEG;AACH,kCAFU,YAAY,CAE6B;8BAtGrB,iDAAiD;6BAMlD,qDAAqD"}
@@ -16,7 +16,7 @@ import { DECAL_RECORD_OFFSET_TRANSFORM, DECAL_RECORD_WORD_COUNT } from "./DECAL_
16
16
  /**
17
17
  * @type {number}
18
18
  */
19
- export const SHADER_CULL_DECALS_WORKGROUP_SIZE = COMPUTE_SHADER_DEFAULT_GROUP_SIZE;
19
+ const SHADER_CULL_DECALS_WORKGROUP_SIZE = COMPUTE_SHADER_DEFAULT_GROUP_SIZE;
20
20
 
21
21
  const OUTPUT_STRUCT = WebGPUStruct.from({
22
22
  offset: atomic_u32,
@@ -1 +1 @@
1
- {"version":3,"file":"shader_decal_composite.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/decal/shader_decal_composite.js"],"names":[],"mappings":"AA8DA,oDAKG;AAmSH;;;;;;;;;;;;GAYG;AACH,qCAFU,WAAW,CAclB;6BApV0B,qDAAqD;4BAPtD,+CAA+C"}
1
+ {"version":3,"file":"shader_decal_composite.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/decal/shader_decal_composite.js"],"names":[],"mappings":"AA8DA,oDAKG;AAqSH;;;;;;;;;;;;GAYG;AACH,qCAFU,WAAW,CAclB;6BAtV0B,qDAAqD;4BAPtD,+CAA+C"}
@@ -69,9 +69,11 @@ export const DECAL_COMPOSITE_SETTINGS = WebGPUStruct.from({
69
69
 
70
70
  const resources = new ShaderResourceSetDescriptor();
71
71
 
72
+ // per-draw, 32 bytes, read-only: immediate data rather than a uniform buffer. camera stays bound.
73
+ resources.setImmediate("settings", DECAL_COMPOSITE_SETTINGS);
74
+
72
75
  resources.createGroup()
73
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
74
- .addUniform("settings", DECAL_COMPOSITE_SETTINGS);
76
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT);
75
77
 
76
78
  /*
77
79
  The two integer targets are declared as such, exactly as `shader_deferred_main` declares the same
@@ -1 +1 @@
1
- {"version":3,"file":"GPUHighlightRenderer.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/highlight/GPUHighlightRenderer.js"],"names":[],"mappings":"AAkBA;;;;;;GAMG;AACH;IAWI;;;;;;;;;OASG;IACH;QAN8B,KAAK;QACN,KAAK,EAAvB,WAAW;QACE,UAAU,EAAvB,MAAM;QACO,SAAS,EAAtB,MAAM;QACJ,MAAM,CA+BlB;IAmED,gBAOC;;CACJ"}
1
+ {"version":3,"file":"GPUHighlightRenderer.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/highlight/GPUHighlightRenderer.js"],"names":[],"mappings":"AAiBA;;;;;;GAMG;AACH;IAWI;;;;;;;;;OASG;IACH;QAN8B,KAAK;QACN,KAAK,EAAvB,WAAW;QACE,UAAU,EAAvB,MAAM;QACO,SAAS,EAAtB,MAAM;QACJ,MAAM,CA+BlB;IAmED,gBAOC;;CACJ"}
@@ -3,7 +3,6 @@ import { round_up } from "../../../core/math/round_up.js";
3
3
  import { SceneColor } from "../../../shade/renderer/extension/SceneColor.js";
4
4
  import { ViewTextures } from "../../../shade/renderer/extension/ViewTextures.js";
5
5
  import {
6
- HIGHLIGHT_OUTLINE_SETTINGS,
7
6
  shader_highlight_outline
8
7
  } from "./shader_highlight_outline.js";
9
8
 
@@ -88,11 +87,11 @@ export class GPUHighlightRenderer {
88
87
 
89
88
  const color = resources.get(data.color);
90
89
 
91
- const settings = encoder.allocateTransientValueBuffer(HIGHLIGHT_OUTLINE_SETTINGS, {
90
+ const settings = {
92
91
  screen_resolution: resolution,
93
92
  table_size,
94
93
  thickness
95
- });
94
+ };
96
95
 
97
96
  shader_highlight_outline.draw({
98
97
  encoder,
@@ -13,7 +13,7 @@
13
13
  *
14
14
  * @param {object} args
15
15
  * @param {Array<{entity: number, highlight: Highlight}>} args.entries
16
- * @param {MeshSystem3} args.meshes resolves an entity to the nodes it has in the scene
16
+ * @param {MeshSystem} args.meshes resolves an entity to the nodes it has in the scene
17
17
  * @param {GPUSceneContext} args.scene resolves a node to its row
18
18
  * @param {Uint32Array} args.table reused between frames; replaced when it is too small
19
19
  * @returns {{table: Uint32Array, size: number}} `size` is one past the highest row written, and is
@@ -24,7 +24,7 @@ export function pack_highlight_table({ entries, meshes, scene, table }: {
24
24
  entity: number;
25
25
  highlight: Highlight;
26
26
  }>;
27
- meshes: MeshSystem3;
27
+ meshes: MeshSystem;
28
28
  scene: GPUSceneContext;
29
29
  table: Uint32Array;
30
30
  }): {
@@ -1 +1 @@
1
- {"version":3,"file":"pack_highlight_table.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/highlight/pack_highlight_table.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IAP+D,OAAO,EAA3D,MAAM;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,SAAS,YAAW;KAAC,CAAC;IAC3B,MAAM;IACF,KAAK;IACT,KAAK,EAAvB,WAAW;;WACD,WAAW;UAAQ,MAAM;EAqD7C"}
1
+ {"version":3,"file":"pack_highlight_table.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/highlight/pack_highlight_table.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IAP+D,OAAO,EAA3D,MAAM;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,SAAS,YAAW;KAAC,CAAC;IAC5B,MAAM;IACD,KAAK;IACT,KAAK,EAAvB,WAAW;;WACD,WAAW;UAAQ,MAAM;EAqD7C"}
@@ -1,74 +1,74 @@
1
- import { pack_highlight_color } from "./pack_highlight_color.js";
2
-
3
- /**
4
- * Build the lookup the outline shader reads: one packed colour per mesh row, addressed by the row
5
- * the visibility buffer writes.
6
- *
7
- * **The scene decides the indices.** A highlight is attached to an entity, an entity's model is
8
- * several nodes, and each node that carries geometry has a row — so the walk is entity → nodes →
9
- * rows, and an entity whose model has not loaded contributes none and needs no special case.
10
- *
11
- * Rebuilt every frame, which is the cheaper arrangement and not a concession: the game's highlights
12
- * animate colour and alpha continuously, so nothing is saved by watching for changes — and a
13
- * `Color`'s change signal does not fire for alpha-only edits, which is precisely what the animation
14
- * is.
15
- *
16
- * @param {object} args
17
- * @param {Array<{entity: number, highlight: Highlight}>} args.entries
18
- * @param {MeshSystem3} args.meshes resolves an entity to the nodes it has in the scene
19
- * @param {GPUSceneContext} args.scene resolves a node to its row
20
- * @param {Uint32Array} args.table reused between frames; replaced when it is too small
21
- * @returns {{table: Uint32Array, size: number}} `size` is one past the highest row written, and is
22
- * zero when nothing highlighted is in the scene
23
- */
24
- export function pack_highlight_table({ entries, meshes, scene, table }) {
25
- let highest = -1;
26
-
27
- /*
28
- Two sweeps, because the table has to be as long as the highest row before anything can be
29
- written into it and the rows are not known until the scene is asked. Asking twice is cheaper
30
- than growing a typed array mid-walk, and the walk is over the handful of things highlighted
31
- rather than over the scene.
32
- */
33
- for (let i = 0; i < entries.length; i++) {
34
- meshes.traverse_meshes(entries[i].entity, node => {
35
- const row = scene.mesh_row_of(node);
36
-
37
- if (row > highest) {
38
- highest = row;
39
- }
40
- });
41
- }
42
-
43
- const size = highest + 1;
44
-
45
- let result = table;
46
-
47
- if (result.length < size) {
48
- result = new Uint32Array(size);
49
- } else {
50
- result.fill(0, 0, size);
51
- }
52
-
53
- for (let i = 0; i < entries.length; i++) {
54
- const entry = entries[i];
55
-
56
- const packed = pack_highlight_color(entry.highlight.elements);
57
-
58
- if (packed === 0) {
59
- // a highlight faded to nothing is not a highlight, and zero is what the shader reads
60
- // as "no outline" anyway
61
- continue;
62
- }
63
-
64
- meshes.traverse_meshes(entry.entity, node => {
65
- const row = scene.mesh_row_of(node);
66
-
67
- if (row >= 0) {
68
- result[row] = packed;
69
- }
70
- });
71
- }
72
-
73
- return { table: result, size };
74
- }
1
+ import { pack_highlight_color } from "./pack_highlight_color.js";
2
+
3
+ /**
4
+ * Build the lookup the outline shader reads: one packed colour per mesh row, addressed by the row
5
+ * the visibility buffer writes.
6
+ *
7
+ * **The scene decides the indices.** A highlight is attached to an entity, an entity's model is
8
+ * several nodes, and each node that carries geometry has a row — so the walk is entity → nodes →
9
+ * rows, and an entity whose model has not loaded contributes none and needs no special case.
10
+ *
11
+ * Rebuilt every frame, which is the cheaper arrangement and not a concession: the game's highlights
12
+ * animate colour and alpha continuously, so nothing is saved by watching for changes — and a
13
+ * `Color`'s change signal does not fire for alpha-only edits, which is precisely what the animation
14
+ * is.
15
+ *
16
+ * @param {object} args
17
+ * @param {Array<{entity: number, highlight: Highlight}>} args.entries
18
+ * @param {MeshSystem} args.meshes resolves an entity to the nodes it has in the scene
19
+ * @param {GPUSceneContext} args.scene resolves a node to its row
20
+ * @param {Uint32Array} args.table reused between frames; replaced when it is too small
21
+ * @returns {{table: Uint32Array, size: number}} `size` is one past the highest row written, and is
22
+ * zero when nothing highlighted is in the scene
23
+ */
24
+ export function pack_highlight_table({ entries, meshes, scene, table }) {
25
+ let highest = -1;
26
+
27
+ /*
28
+ Two sweeps, because the table has to be as long as the highest row before anything can be
29
+ written into it and the rows are not known until the scene is asked. Asking twice is cheaper
30
+ than growing a typed array mid-walk, and the walk is over the handful of things highlighted
31
+ rather than over the scene.
32
+ */
33
+ for (let i = 0; i < entries.length; i++) {
34
+ meshes.traverse_meshes(entries[i].entity, node => {
35
+ const row = scene.mesh_row_of(node);
36
+
37
+ if (row > highest) {
38
+ highest = row;
39
+ }
40
+ });
41
+ }
42
+
43
+ const size = highest + 1;
44
+
45
+ let result = table;
46
+
47
+ if (result.length < size) {
48
+ result = new Uint32Array(size);
49
+ } else {
50
+ result.fill(0, 0, size);
51
+ }
52
+
53
+ for (let i = 0; i < entries.length; i++) {
54
+ const entry = entries[i];
55
+
56
+ const packed = pack_highlight_color(entry.highlight.elements);
57
+
58
+ if (packed === 0) {
59
+ // a highlight faded to nothing is not a highlight, and zero is what the shader reads
60
+ // as "no outline" anyway
61
+ continue;
62
+ }
63
+
64
+ meshes.traverse_meshes(entry.entity, node => {
65
+ const row = scene.mesh_row_of(node);
66
+
67
+ if (row >= 0) {
68
+ result[row] = packed;
69
+ }
70
+ });
71
+ }
72
+
73
+ return { table: result, size };
74
+ }