@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
@@ -1,77 +1,77 @@
1
- import { m4_invert } from "../../core/geom/3d/mat4/m4_invert.js";
2
- import { v3_matrix4_multiply } from "../../core/geom/vec3/v3_matrix4_multiply.js";
3
-
4
- /**
5
- * @type {Float32Array}
6
- */
7
- const SCRATCH_INVERSE = new Float32Array(16);
8
-
9
- /**
10
- * @type {Float32Array}
11
- */
12
- const SCRATCH_CLIP = new Float32Array(3);
13
-
14
- /**
15
- * @type {Float32Array}
16
- */
17
- const SCRATCH_WORLD = new Float32Array(3);
18
-
19
- /**
20
- * Where along the ray the unprojected point is taken.
21
- *
22
- * Any depth strictly inside the frustum names a point on the same ray, so this only has to avoid the
23
- * two ends. It matters that it avoids them: the perspective camera projects with an **infinite
24
- * reverse-Z**, where clip depth 0 is the far plane at infinity and unprojecting it divides by zero.
25
- * Half-way is finite under that projection and under a conventional one alike, which is what keeps
26
- * this a single expression rather than a branch on {@link Camera#isReverseZ}.
27
- *
28
- * @type {number}
29
- */
30
- const SAMPLE_DEPTH = 0.5;
31
-
32
- /**
33
- * A ray from the eye through a point on the viewport, in world space.
34
- *
35
- * The camera's matrices are read as they stand, so they have to be current — `camera.update()` is
36
- * what composes the view-projection this inverts, and a camera moved since then produces a ray for
37
- * where it used to be.
38
- *
39
- * `x` and `y` are **clip-space**, in −1…1 with +Y up, which is what
40
- * `GraphicsEngine3.normalizeViewportPoint` produces from pixels.
41
- *
42
- * The origin is the camera's own position, which is right for a perspective camera and is also what
43
- * the three-based engine did for both kinds. A true orthographic pick wants parallel rays from the
44
- * near plane instead; nothing asks for one, and this would quietly answer the perspective question if
45
- * something did.
46
- *
47
- * @param {Camera} camera Shade's
48
- * @param {number} x clip space, −1…1
49
- * @param {number} y clip space, −1…1, +Y up
50
- * @param {Vector3} out_source written with the ray's origin
51
- * @param {Vector3} out_direction written with a unit direction
52
- */
53
- export function shade_camera_projection_ray(camera, x, y, out_source, out_direction) {
54
- m4_invert(SCRATCH_INVERSE, camera.view_projection_matrix);
55
-
56
- SCRATCH_CLIP[0] = x;
57
- SCRATCH_CLIP[1] = y;
58
- SCRATCH_CLIP[2] = SAMPLE_DEPTH;
59
-
60
- v3_matrix4_multiply(SCRATCH_WORLD, 0, SCRATCH_CLIP, 0, SCRATCH_INVERSE);
61
-
62
- const position = camera.transform.position;
63
-
64
- const origin_x = position.x;
65
- const origin_y = position.y;
66
- const origin_z = position.z;
67
-
68
- out_source.set(origin_x, origin_y, origin_z);
69
-
70
- out_direction.set(
71
- SCRATCH_WORLD[0] - origin_x,
72
- SCRATCH_WORLD[1] - origin_y,
73
- SCRATCH_WORLD[2] - origin_z
74
- );
75
-
76
- out_direction.normalize();
77
- }
1
+ import { m4_invert } from "../../core/geom/3d/mat4/m4_invert.js";
2
+ import { v3_matrix4_multiply } from "../../core/geom/vec3/v3_matrix4_multiply.js";
3
+
4
+ /**
5
+ * @type {Float32Array}
6
+ */
7
+ const SCRATCH_INVERSE = new Float32Array(16);
8
+
9
+ /**
10
+ * @type {Float32Array}
11
+ */
12
+ const SCRATCH_CLIP = new Float32Array(3);
13
+
14
+ /**
15
+ * @type {Float32Array}
16
+ */
17
+ const SCRATCH_WORLD = new Float32Array(3);
18
+
19
+ /**
20
+ * Where along the ray the unprojected point is taken.
21
+ *
22
+ * Any depth strictly inside the frustum names a point on the same ray, so this only has to avoid the
23
+ * two ends. It matters that it avoids them: the perspective camera projects with an **infinite
24
+ * reverse-Z**, where clip depth 0 is the far plane at infinity and unprojecting it divides by zero.
25
+ * Half-way is finite under that projection and under a conventional one alike, which is what keeps
26
+ * this a single expression rather than a branch on {@link Camera#isReverseZ}.
27
+ *
28
+ * @type {number}
29
+ */
30
+ const SAMPLE_DEPTH = 0.5;
31
+
32
+ /**
33
+ * A ray from the eye through a point on the viewport, in world space.
34
+ *
35
+ * The camera's matrices are read as they stand, so they have to be current — `camera.update()` is
36
+ * what composes the view-projection this inverts, and a camera moved since then produces a ray for
37
+ * where it used to be.
38
+ *
39
+ * `x` and `y` are **clip-space**, in −1…1 with +Y up, which is what
40
+ * `GraphicsEngine.normalizeViewportPoint` produces from pixels.
41
+ *
42
+ * The origin is the camera's own position, which is right for a perspective camera and is also what
43
+ * the three-based engine did for both kinds. A true orthographic pick wants parallel rays from the
44
+ * near plane instead; nothing asks for one, and this would quietly answer the perspective question if
45
+ * something did.
46
+ *
47
+ * @param {Camera} camera Shade's
48
+ * @param {number} x clip space, −1…1
49
+ * @param {number} y clip space, −1…1, +Y up
50
+ * @param {Vector3} out_source written with the ray's origin
51
+ * @param {Vector3} out_direction written with a unit direction
52
+ */
53
+ export function shade_camera_projection_ray(camera, x, y, out_source, out_direction) {
54
+ m4_invert(SCRATCH_INVERSE, camera.view_projection_matrix);
55
+
56
+ SCRATCH_CLIP[0] = x;
57
+ SCRATCH_CLIP[1] = y;
58
+ SCRATCH_CLIP[2] = SAMPLE_DEPTH;
59
+
60
+ v3_matrix4_multiply(SCRATCH_WORLD, 0, SCRATCH_CLIP, 0, SCRATCH_INVERSE);
61
+
62
+ const position = camera.transform.position;
63
+
64
+ const origin_x = position.x;
65
+ const origin_y = position.y;
66
+ const origin_z = position.z;
67
+
68
+ out_source.set(origin_x, origin_y, origin_z);
69
+
70
+ out_direction.set(
71
+ SCRATCH_WORLD[0] - origin_x,
72
+ SCRATCH_WORLD[1] - origin_y,
73
+ SCRATCH_WORLD[2] - origin_z
74
+ );
75
+
76
+ out_direction.normalize();
77
+ }
@@ -12,7 +12,7 @@
12
12
  *
13
13
  * **Geometry and material are shared, not copied.** Two entities placing the same model name the
14
14
  * same `MeshletGeometry` and the same `ShadeMaterial`; what is per-entity is the row each one gets
15
- * in the scene, which is `ShadedGeometrySystem3`'s business. That is the whole reason a static model
15
+ * in the scene, which is `ShadedGeometrySystem`'s business. That is the whole reason a static model
16
16
  * needs no clone of the bundle at all.
17
17
  *
18
18
  * **A skinned mesh is not expanded, and that is a boundary rather than an omission.** Its vertices
@@ -1,84 +1,84 @@
1
- import { Name } from "../ecs/name/Name.js";
2
- import { EntityNode } from "../ecs/parent/EntityNode.js";
3
- import { Transform } from "../ecs/transform/Transform.js";
4
- import { transform_copy_from_t64 } from "../ecs/transform/transform_copy_from_t64.js";
5
- import { DrawMode } from "../graphics/ecs/mesh-v2/DrawMode.js";
6
- import { ShadedGeometry } from "../graphics/ecs/mesh-v2/ShadedGeometry.js";
7
-
8
- /**
9
- * Turn a loaded model's node tree into entities.
10
- *
11
- * **This is what a hierarchy is in an ECS** (D47). meep has no scene graph to hand a model to: it
12
- * has entities, `EntityNode` to parent them, and `ShadedGeometry` for the ones that draw. A model
13
- * file is therefore not a thing an entity *holds* — it is a shape an entity's descendants take, and
14
- * this function is where the file stops being the renderer's tree and becomes the dataset's.
15
- *
16
- * It is `three_object_to_entity_composition` with the source swapped: the same output, built from
17
- * Shade's `Node3D`s instead of three's `Object3D`s. The two exist side by side for as long as both
18
- * renderers do.
19
- *
20
- * **Geometry and material are shared, not copied.** Two entities placing the same model name the
21
- * same `MeshletGeometry` and the same `ShadeMaterial`; what is per-entity is the row each one gets
22
- * in the scene, which is `ShadedGeometrySystem3`'s business. That is the whole reason a static model
23
- * needs no clone of the bundle at all.
24
- *
25
- * **A skinned mesh is not expanded, and that is a boundary rather than an omission.** Its vertices
26
- * are deformed against a skeleton the renderer owns and the GPU poses, and making those joints
27
- * entities is a design this program does not do (D47). A `SkinnedMesh` node therefore contributes
28
- * its transform and its name and no geometry, and whatever placed the model keeps drawing it the way
29
- * Phase 4 built.
30
- *
31
- * @param {Node3D} node
32
- * @returns {EntityNode}
33
- */
34
- export function shade_node_to_entity_composition(node) {
35
- const result = new EntityNode();
36
-
37
- // the hierarchy's own transform: what this node is, relative to its parent
38
- transform_copy_from_t64(result.transform, node.transform_local);
39
-
40
- const entity = result.entity;
41
-
42
- entity.add(transform_copy_from_t64(new Transform(), node.transform_global));
43
- entity.add(new Name(node.name));
44
-
45
- if (node.isMesh === true && node.isSkinnedMesh !== true) {
46
- entity.add(ShadedGeometry.from(node.geometry, node.material, DrawMode.Triangles));
47
- }
48
-
49
- const children = node.children;
50
-
51
- for (let i = 0; i < children.length; i++) {
52
- result.addChild(shade_node_to_entity_composition(children[i]));
53
- }
54
-
55
- return result;
56
- }
57
-
58
- /**
59
- * The same, for everything a loader produced.
60
- *
61
- * A bundle can carry more than one scene — glTF allows it — and the entity that placed the file owns
62
- * all of them, so they become children of one root rather than several compositions nobody joins.
63
- *
64
- * @param {SceneBundle} bundle
65
- * @returns {EntityNode}
66
- */
67
- export function shade_bundle_to_entity_composition(bundle) {
68
- const scenes = bundle.scenes;
69
-
70
- if (scenes.length === 1) {
71
- return shade_node_to_entity_composition(scenes[0]);
72
- }
73
-
74
- const root = new EntityNode();
75
-
76
- root.entity.add(new Transform());
77
- root.entity.add(new Name(""));
78
-
79
- for (let i = 0; i < scenes.length; i++) {
80
- root.addChild(shade_node_to_entity_composition(scenes[i]));
81
- }
82
-
83
- return root;
84
- }
1
+ import { Name } from "../ecs/name/Name.js";
2
+ import { EntityNode } from "../ecs/parent/EntityNode.js";
3
+ import { Transform } from "../ecs/transform/Transform.js";
4
+ import { transform_copy_from_t64 } from "../ecs/transform/transform_copy_from_t64.js";
5
+ import { DrawMode } from "../graphics/ecs/mesh-v2/DrawMode.js";
6
+ import { ShadedGeometry } from "../graphics/ecs/mesh-v2/ShadedGeometry.js";
7
+
8
+ /**
9
+ * Turn a loaded model's node tree into entities.
10
+ *
11
+ * **This is what a hierarchy is in an ECS** (D47). meep has no scene graph to hand a model to: it
12
+ * has entities, `EntityNode` to parent them, and `ShadedGeometry` for the ones that draw. A model
13
+ * file is therefore not a thing an entity *holds* — it is a shape an entity's descendants take, and
14
+ * this function is where the file stops being the renderer's tree and becomes the dataset's.
15
+ *
16
+ * It is `three_object_to_entity_composition` with the source swapped: the same output, built from
17
+ * Shade's `Node3D`s instead of three's `Object3D`s. The two exist side by side for as long as both
18
+ * renderers do.
19
+ *
20
+ * **Geometry and material are shared, not copied.** Two entities placing the same model name the
21
+ * same `MeshletGeometry` and the same `ShadeMaterial`; what is per-entity is the row each one gets
22
+ * in the scene, which is `ShadedGeometrySystem`'s business. That is the whole reason a static model
23
+ * needs no clone of the bundle at all.
24
+ *
25
+ * **A skinned mesh is not expanded, and that is a boundary rather than an omission.** Its vertices
26
+ * are deformed against a skeleton the renderer owns and the GPU poses, and making those joints
27
+ * entities is a design this program does not do (D47). A `SkinnedMesh` node therefore contributes
28
+ * its transform and its name and no geometry, and whatever placed the model keeps drawing it the way
29
+ * Phase 4 built.
30
+ *
31
+ * @param {Node3D} node
32
+ * @returns {EntityNode}
33
+ */
34
+ export function shade_node_to_entity_composition(node) {
35
+ const result = new EntityNode();
36
+
37
+ // the hierarchy's own transform: what this node is, relative to its parent
38
+ transform_copy_from_t64(result.transform, node.transform_local);
39
+
40
+ const entity = result.entity;
41
+
42
+ entity.add(transform_copy_from_t64(new Transform(), node.transform_global));
43
+ entity.add(new Name(node.name));
44
+
45
+ if (node.isMesh === true && node.isSkinnedMesh !== true) {
46
+ entity.add(ShadedGeometry.from(node.geometry, node.material, DrawMode.Triangles));
47
+ }
48
+
49
+ const children = node.children;
50
+
51
+ for (let i = 0; i < children.length; i++) {
52
+ result.addChild(shade_node_to_entity_composition(children[i]));
53
+ }
54
+
55
+ return result;
56
+ }
57
+
58
+ /**
59
+ * The same, for everything a loader produced.
60
+ *
61
+ * A bundle can carry more than one scene — glTF allows it — and the entity that placed the file owns
62
+ * all of them, so they become children of one root rather than several compositions nobody joins.
63
+ *
64
+ * @param {SceneBundle} bundle
65
+ * @returns {EntityNode}
66
+ */
67
+ export function shade_bundle_to_entity_composition(bundle) {
68
+ const scenes = bundle.scenes;
69
+
70
+ if (scenes.length === 1) {
71
+ return shade_node_to_entity_composition(scenes[0]);
72
+ }
73
+
74
+ const root = new EntityNode();
75
+
76
+ root.entity.add(new Transform());
77
+ root.entity.add(new Name(""));
78
+
79
+ for (let i = 0; i < scenes.length; i++) {
80
+ root.addChild(shade_node_to_entity_composition(scenes[i]));
81
+ }
82
+
83
+ return root;
84
+ }
@@ -64,11 +64,11 @@ export class FluidObstacleSystem extends System<any> {
64
64
  /**
65
65
  * @param {FluidComponent} fluid
66
66
  */
67
- static "__#356@#refresh_masks"(fluid: FluidComponent): void;
67
+ static "__#360@#refresh_masks"(fluid: FluidComponent): void;
68
68
  /**
69
69
  * @param {FluidComponent} fluid
70
70
  */
71
- static "__#356@#clear_field"(fluid: FluidComponent): void;
71
+ static "__#360@#clear_field"(fluid: FluidComponent): void;
72
72
  /**
73
73
  * Mark every cell of `fluid` whose centre lies within `inflation` of the
74
74
  * posed shape as solid. Iteration is clipped to the shape's world AABB
@@ -80,7 +80,7 @@ export class FluidObstacleSystem extends System<any> {
80
80
  * @param {number} inflation world-units SDF threshold
81
81
  * @param {Float64Array} point length-3 scratch
82
82
  */
83
- static "__#356@#voxelize"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array): void;
83
+ static "__#360@#voxelize"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array): void;
84
84
  /**
85
85
  * Write the obstacle's translation velocity onto every face of every cell
86
86
  * it voxelized — the moving-wall boundary condition. Runs AFTER the mask
@@ -100,7 +100,7 @@ export class FluidObstacleSystem extends System<any> {
100
100
  * @param {number} wvy
101
101
  * @param {number} wvz
102
102
  */
103
- static "__#356@#stamp_wall_velocity"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array, wvx: number, wvy: number, wvz: number): void;
103
+ static "__#360@#stamp_wall_velocity"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array, wvx: number, wvy: number, wvz: number): void;
104
104
  constructor();
105
105
  dependencies: (typeof FluidObstacle)[];
106
106
  components_used: (ResourceAccessSpecification<typeof Transform> | ResourceAccessSpecification<typeof RigidBody> | ResourceAccessSpecification<typeof Collider> | ResourceAccessSpecification<typeof FluidComponent> | ResourceAccessSpecification<typeof FluidObstacle>)[];
@@ -541,7 +541,8 @@ frame or is removed and re-added keeps its buffers.
541
541
  | `internal_resolution_scale` | render internally below output resolution; `DynamicResolutionScaling` drives it from frame time |
542
542
  | `pixel_ratio`, `output_resolution`, `aspect_ratio`, `resize(x, y)` | |
543
543
  | `motion_blur`, `dof`, `dof_unreal`, `nss`, `restir_di`, `path_tracer` | sub-objects with their own settings |
544
- | `frame_count`, `add_debug_frame(n)` | |
544
+ | `frame_count` | |
545
+ | `profile_session` | assign a `GPUProfileSession` to record GPU timings; null when nothing is profiling |
545
546
 
546
547
  ---
547
548
 
@@ -19,6 +19,23 @@ export class ComputePipelineDescriptor extends PipelineDescriptorBase {
19
19
  */
20
20
  static fromJSON(json: GPUComputePipelineDescriptor): ComputePipelineDescriptor;
21
21
  compute: ProgrammableStage;
22
+ /**
23
+ * `[x, y, z]` of this pipeline's `@workgroup_size`.
24
+ *
25
+ * Read once, when the code is set, and kept — the source cannot change under a descriptor
26
+ * without going back through one of the factories, each of which reads it again. So every
27
+ * consumer downstream, a profile capture included, gets the number for free.
28
+ *
29
+ * Frozen, because it is handed out by reference to per-pass profile records and a descriptor
30
+ * that outlives a whole capture must not be mutable through one of them.
31
+ *
32
+ * Takes no part in {@link equals} or {@link hash}: it is derived from `compute.module`, which
33
+ * both already cover, and a cache key computed two ways is a cache that can disagree with
34
+ * itself.
35
+ *
36
+ * @returns {readonly number[]}
37
+ */
38
+ get workgroup_size(): readonly number[];
22
39
  /**
23
40
  *
24
41
  * @param {GPUComputePipelineDescriptor} json
@@ -35,6 +52,7 @@ export class ComputePipelineDescriptor extends PipelineDescriptorBase {
35
52
  * @type {boolean}
36
53
  */
37
54
  readonly isComputePipelineDescriptor: boolean;
55
+ #private;
38
56
  }
39
57
  import { PipelineDescriptorBase } from "../PipelineDescriptorBase.js";
40
58
  import { ProgrammableStage } from "../ProgrammableStage.js";
@@ -1 +1 @@
1
- {"version":3,"file":"ComputePipelineDescriptor.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.js"],"names":[],"mappings":"AAQA;IAGI;;;;;OAKG;IACH,mBAJW,MAAM,QACN,MAAM,UACN,wBAAwB,6BAalC;IAED;;;;;OAKG;IACH,wEALW,MAAM,6BAyBhB;IAED;;;OAGG;IACH,+EAMC;IA3DD,2BAAkC;IA6DlC;;;OAGG;IACH,mDAMC;IAED;;;;OAIG;IACH,cAHW,yBAAyB,GACxB,OAAO,CAMlB;IAUL;;;OAGG;IACH,sCAFU,OAAO,CAE8C;CAN9D;uCAhGsC,8BAA8B;kCAEnC,yBAAyB;yCADlB,gCAAgC"}
1
+ {"version":3,"file":"ComputePipelineDescriptor.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.js"],"names":[],"mappings":"AAqBA;IAuDI;;;;;OAKG;IACH,mBAJW,MAAM,QACN,MAAM,UACN,wBAAwB,6BAelC;IAED;;;;;OAKG;IACH,wEALW,MAAM,6BA2BhB;IAED;;;OAGG;IACH,+EAMC;IAnHD,2BAAkC;IAOlC;;;;;;;;;;;;;;;OAeG;IACH,wCAEC;IA4FD;;;OAGG;IACH,mDAUC;IAED;;;;OAIG;IACH,cAHW,yBAAyB,GACxB,OAAO,CAMlB;IAUL;;;OAGG;IACH,sCAFU,OAAO,CAE8C;;CAN9D;uCAtKsC,8BAA8B;kCAEnC,yBAAyB;yCADlB,gCAAgC"}
@@ -1,14 +1,79 @@
1
1
  import { assert } from "../../../../core/assert.js";
2
2
  import { combine_hash } from "../../../../core/collection/array/combine_hash.js";
3
+ import {
4
+ compute_infer_workgroup_size_from_source
5
+ } from "../../../renderer/shader/util/compute_infer_workgroup_size_from_source.js";
3
6
  import { GPUShaderStage } from "../../GPUShaderStage.js";
4
7
  import { PipelineDescriptorBase } from "../PipelineDescriptorBase.js";
5
8
  import { PipelineLayoutDescriptor } from "../PipelineLayoutDescriptor.js";
6
9
  import { ProgrammableStage } from "../ProgrammableStage.js";
7
10
  import { ShaderModuleDescriptor } from "../ShaderModuleDescriptor.js";
8
11
 
12
+ /**
13
+ * What {@link ComputePipelineDescriptor#workgroup_size} reads before any code has been set.
14
+ *
15
+ * Not a fallback for unreadable source — that throws. This is the value of a descriptor that has
16
+ * been constructed and not yet given a shader, which is a state only `new` produces.
17
+ *
18
+ * @type {readonly number[]}
19
+ */
20
+ const WORKGROUP_SIZE_UNSET = Object.freeze([0, 0, 0]);
21
+
9
22
  export class ComputePipelineDescriptor extends PipelineDescriptorBase {
10
23
  compute = new ProgrammableStage();
11
24
 
25
+ /**
26
+ * @type {readonly number[]}
27
+ */
28
+ #workgroup_size = WORKGROUP_SIZE_UNSET;
29
+
30
+ /**
31
+ * `[x, y, z]` of this pipeline's `@workgroup_size`.
32
+ *
33
+ * Read once, when the code is set, and kept — the source cannot change under a descriptor
34
+ * without going back through one of the factories, each of which reads it again. So every
35
+ * consumer downstream, a profile capture included, gets the number for free.
36
+ *
37
+ * Frozen, because it is handed out by reference to per-pass profile records and a descriptor
38
+ * that outlives a whole capture must not be mutable through one of them.
39
+ *
40
+ * Takes no part in {@link equals} or {@link hash}: it is derived from `compute.module`, which
41
+ * both already cover, and a cache key computed two ways is a cache that can disagree with
42
+ * itself.
43
+ *
44
+ * @returns {readonly number[]}
45
+ */
46
+ get workgroup_size() {
47
+ return this.#workgroup_size;
48
+ }
49
+
50
+ /**
51
+ * Read the workgroup size out of the code just assigned to {@link compute}, and **throw** if it
52
+ * cannot be read.
53
+ *
54
+ * Loud, and at construction. Every consumer of this number divides a thread count by it, so a
55
+ * guess that is wrong silently dispatches the wrong fraction of the workload — and a descriptor
56
+ * that cannot state its own workgroup size is one nobody downstream can use correctly. Better
57
+ * that it cannot be built than that it be built and dealt with.
58
+ *
59
+ * @returns {void}
60
+ */
61
+ #read_workgroup_size() {
62
+ const code = this.compute.module.code;
63
+
64
+ try {
65
+ this.#workgroup_size = Object.freeze(compute_infer_workgroup_size_from_source(code));
66
+ } catch (e) {
67
+ const error = new Error(
68
+ `Compute pipeline '${this.label}' has no readable workgroup size: ${e.message}`
69
+ );
70
+
71
+ error.cause = e;
72
+
73
+ throw error;
74
+ }
75
+ }
76
+
12
77
  /**
13
78
  *
14
79
  * @param {string} label
@@ -24,6 +89,8 @@ export class ComputePipelineDescriptor extends PipelineDescriptorBase {
24
89
  r.label = label;
25
90
  r.compute.module = ShaderModuleDescriptor.fromCode(code);
26
91
 
92
+ r.#read_workgroup_size();
93
+
27
94
  return r;
28
95
 
29
96
  }
@@ -53,6 +120,8 @@ export class ComputePipelineDescriptor extends PipelineDescriptorBase {
53
120
  r.compute.constants = constants;
54
121
  }
55
122
 
123
+ r.#read_workgroup_size();
124
+
56
125
  return r;
57
126
  }
58
127
 
@@ -78,6 +147,10 @@ export class ComputePipelineDescriptor extends PipelineDescriptorBase {
78
147
  assert.isObject(json.compute, 'json.compute');
79
148
 
80
149
  this.compute.fromJSON(json.compute);
150
+
151
+ // `fromJSON` replaces the module in place, so the size read for whatever was here before is
152
+ // now the wrong shader's. Read it again rather than leaving a stale divisor behind.
153
+ this.#read_workgroup_size();
81
154
  }
82
155
 
83
156
  /**