@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
@@ -1,249 +1,249 @@
1
- import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
2
- import {
3
- BLAS_VISIBILITY_SETTINGS_STRUCT,
4
- shader_blas_audit_visibility
5
- } from "./shader_blas_audit_visibility.js";
6
-
7
- /**
8
- * Can the traversal reach every triangle in the tree?
9
- *
10
- * The last unexercised link. Everything about the tree itself checks out — leaf boxes contain the
11
- * triangles the intersector fetches, internal nodes are their children's union, the root matches an
12
- * independently computed box, the instance's world AABB contains the geometry, and the stack does
13
- * not overflow. None of that runs `ray_query_blas_nearest`, and that function is what the picture
14
- * is made of.
15
- *
16
- * So: one ray per triangle, from the camera to that triangle's own centroid. The centroid is inside
17
- * the triangle, so the ray intersects it, so a hit is guaranteed — this triangle, or whatever
18
- * occludes it. A miss cannot happen geometrically. Every miss is the traversal declining to enter a
19
- * box the ray is inside.
20
- *
21
- * Run it from a view that the picture disagrees at and from one it agrees at; the difference
22
- * between the two counts is the fault, expressed as triangles rather than pixels.
23
- */
24
-
25
- /**
26
- * @param {GPUDevice} device
27
- * @param {GPUBuffer} buffer
28
- * @param {number} size
29
- * @returns {Promise<ArrayBuffer>}
30
- */
31
- async function read_back(device, buffer, size) {
32
- const staging = device.createBuffer({
33
- label: 'reachability/readback',
34
- size,
35
- usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,
36
- });
37
-
38
- const encoder = device.createCommandEncoder({ label: 'reachability/readback' });
39
-
40
- encoder.copyBufferToBuffer(buffer, 0, staging, 0, size);
41
-
42
- device.queue.submit([encoder.finish()]);
43
-
44
- await staging.mapAsync(GPUMapMode.READ);
45
-
46
- const copy = staging.getMappedRange().slice(0);
47
-
48
- staging.unmap();
49
- staging.destroy();
50
-
51
- return copy;
52
- }
53
-
54
- /**
55
- * Apply the inverse of a mesh's transform to a world point — the same trip `chunk_ray_query_nearest`
56
- * makes to put a ray into geometry space.
57
- *
58
- * Done on the host with a full inverse rather than by transposing a rotation, because the transform
59
- * carries the asset's centimetre scale and a shortcut that assumes orthonormality would silently be
60
- * a hundred times wrong here.
61
- *
62
- * @param {ArrayLike<number>} m column-major 4x4
63
- * @param {number[]} point
64
- * @returns {number[]}
65
- */
66
- function inverse_transform_point(m, point) {
67
- const a = [
68
- [m[0], m[4], m[8], m[12]],
69
- [m[1], m[5], m[9], m[13]],
70
- [m[2], m[6], m[10], m[14]],
71
- [m[3], m[7], m[11], m[15]],
72
- ];
73
-
74
- const b = [point[0], point[1], point[2], 1];
75
-
76
- // Gaussian elimination on the 4x4 — small, and clearer than an inlined cofactor expansion
77
- for (let column = 0; column < 4; column++) {
78
- let pivot = column;
79
-
80
- for (let row = column + 1; row < 4; row++) {
81
- if (Math.abs(a[row][column]) > Math.abs(a[pivot][column])) {
82
- pivot = row;
83
- }
84
- }
85
-
86
- [a[column], a[pivot]] = [a[pivot], a[column]];
87
- [b[column], b[pivot]] = [b[pivot], b[column]];
88
-
89
- const divisor = a[column][column];
90
-
91
- for (let k = column; k < 4; k++) {
92
- a[column][k] /= divisor;
93
- }
94
-
95
- b[column] /= divisor;
96
-
97
- for (let row = 0; row < 4; row++) {
98
- if (row === column) {
99
- continue;
100
- }
101
-
102
- const factor = a[row][column];
103
-
104
- for (let k = column; k < 4; k++) {
105
- a[row][k] -= factor * a[column][k];
106
- }
107
-
108
- b[row] -= factor * b[column];
109
- }
110
- }
111
-
112
- const w = b[3] === 0 ? 1 : b[3];
113
-
114
- return [b[0] / w, b[1] / w, b[2] / w];
115
- }
116
-
117
- /**
118
- * @param {object} options
119
- * @param {Renderer} options.renderer
120
- * @param {PerspectiveCamera} options.camera whose position the rays start from
121
- * @param {Mesh} options.mesh the instance whose transform puts the camera into geometry space
122
- * @param {object} options.target refit target of the tree to audit
123
- * @param {number} options.geometry_index
124
- * @returns {Promise<object>}
125
- */
126
- export async function verify_traversal_reachability({
127
- renderer,
128
- camera,
129
- mesh,
130
- target,
131
- geometry_index,
132
- }) {
133
- const graphics = renderer.graphics;
134
- const device = graphics.device;
135
-
136
- const geometries = graphics.geometries;
137
- const blas = geometries.blas;
138
- const meshlets = geometries.meshlets;
139
-
140
- const { leaf_count, node_word_offset, leaf_nodes_offset } = target;
141
-
142
- const origin = inverse_transform_point(
143
- mesh.transform_global.matrix,
144
- [...camera.transform.position]
145
- );
146
-
147
- const t_bytes = leaf_count * Float32Array.BYTES_PER_ELEMENT;
148
-
149
- const out_t = device.createBuffer({
150
- label: 'reachability/t',
151
- size: t_bytes,
152
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
153
- });
154
-
155
- const out_triangle = device.createBuffer({
156
- label: 'reachability/triangle',
157
- size: t_bytes,
158
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
159
- });
160
-
161
- const out_expected_t = device.createBuffer({
162
- label: 'reachability/expected t',
163
- size: t_bytes,
164
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
165
- });
166
-
167
- const cmd = ShadeGPUCommandContext.create(graphics, 'audit/reachability');
168
-
169
- shader_blas_audit_visibility.dispatchLinear({
170
- encoder: cmd,
171
- element_count: leaf_count,
172
- bindings: {
173
- settings: cmd.allocateTransientValueBuffer(BLAS_VISIBILITY_SETTINGS_STRUCT, {
174
- origin,
175
- leaf_count,
176
- node_word_offset,
177
- leaf_nodes_offset,
178
- geometry_index,
179
- tmax: 1e12,
180
- }),
181
- leaf_nodes: blas.buffer_leaf_nodes,
182
- blas_lookup: blas.buffer_metadata,
183
- blas_data: blas.buffer_data,
184
- geometries: geometries.buffer_metadata,
185
- meshlet_metadata: meshlets.buffer_metadata,
186
- meshlet_data: meshlets.buffer_data,
187
- nodes: blas.buffer_data,
188
- out_t,
189
- out_triangle,
190
- out_expected_t,
191
- },
192
- });
193
-
194
- cmd.finish();
195
-
196
- await device.queue.onSubmittedWorkDone();
197
-
198
- const t = new Float32Array(await read_back(device, out_t, t_bytes));
199
- const expected = new Float32Array(await read_back(device, out_expected_t, t_bytes));
200
-
201
- out_t.destroy();
202
- out_triangle.destroy();
203
- out_expected_t.destroy();
204
-
205
- let missed = 0;
206
- let overshot = 0;
207
- let worst_overshoot = 0;
208
-
209
- for (let i = 0; i < leaf_count; i++) {
210
- if (!(t[i] >= 0)) {
211
- missed += 1;
212
-
213
- continue;
214
- }
215
-
216
- // 1e-3 of the aimed distance, which is far above float error on these magnitudes and far
217
- // below the gap between one surface and the next
218
- const overshoot = (t[i] - expected[i]) / Math.max(1e-9, expected[i]);
219
-
220
- if (overshoot > 1e-3) {
221
- overshot += 1;
222
-
223
- worst_overshoot = Math.max(worst_overshoot, overshoot);
224
- }
225
- }
226
-
227
- const lost = missed + overshot;
228
-
229
- const result = {
230
- leaf_count,
231
- missed,
232
- overshot,
233
- worst_overshoot: +worst_overshoot.toFixed(4),
234
- lost,
235
- lost_pct: +(lost / leaf_count * 100).toFixed(3),
236
- origin: origin.map(v => +v.toFixed(3)),
237
- verdict: lost === 0
238
- ? `pass — the traversal returns a surface at or before every one of ${leaf_count} `
239
- + `triangles it was aimed at`
240
- : `FAIL — ${lost} of ${leaf_count} (${(lost / leaf_count * 100).toFixed(2)}%) rays aimed `
241
- + `at a triangle came back with nothing (${missed}) or with something behind it `
242
- + `(${overshot}). Neither is geometrically possible, so the traversal is walking past `
243
- + `surfaces it was pointed at — which is the hole in the traced image.`,
244
- };
245
-
246
- console.log(result.verdict, result);
247
-
248
- return result;
249
- }
1
+ import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
2
+ import {
3
+ BLAS_VISIBILITY_SETTINGS_STRUCT,
4
+ shader_blas_audit_visibility
5
+ } from "./shader_blas_audit_visibility.js";
6
+
7
+ /**
8
+ * Can the traversal reach every triangle in the tree?
9
+ *
10
+ * The last unexercised link. Everything about the tree itself checks out — leaf boxes contain the
11
+ * triangles the intersector fetches, internal nodes are their children's union, the root matches an
12
+ * independently computed box, the instance's world AABB contains the geometry, and the stack does
13
+ * not overflow. None of that runs `ray_query_blas_nearest`, and that function is what the picture
14
+ * is made of.
15
+ *
16
+ * So: one ray per triangle, from the camera to that triangle's own centroid. The centroid is inside
17
+ * the triangle, so the ray intersects it, so a hit is guaranteed — this triangle, or whatever
18
+ * occludes it. A miss cannot happen geometrically. Every miss is the traversal declining to enter a
19
+ * box the ray is inside.
20
+ *
21
+ * Run it from a view that the picture disagrees at and from one it agrees at; the difference
22
+ * between the two counts is the fault, expressed as triangles rather than pixels.
23
+ */
24
+
25
+ /**
26
+ * @param {GPUDevice} device
27
+ * @param {GPUBuffer} buffer
28
+ * @param {number} size
29
+ * @returns {Promise<ArrayBuffer>}
30
+ */
31
+ async function read_back(device, buffer, size) {
32
+ const staging = device.createBuffer({
33
+ label: 'reachability/readback',
34
+ size,
35
+ usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,
36
+ });
37
+
38
+ const encoder = device.createCommandEncoder({ label: 'reachability/readback' });
39
+
40
+ encoder.copyBufferToBuffer(buffer, 0, staging, 0, size);
41
+
42
+ device.queue.submit([encoder.finish()]);
43
+
44
+ await staging.mapAsync(GPUMapMode.READ);
45
+
46
+ const copy = staging.getMappedRange().slice(0);
47
+
48
+ staging.unmap();
49
+ staging.destroy();
50
+
51
+ return copy;
52
+ }
53
+
54
+ /**
55
+ * Apply the inverse of a mesh's transform to a world point — the same trip `chunk_ray_query_nearest`
56
+ * makes to put a ray into geometry space.
57
+ *
58
+ * Done on the host with a full inverse rather than by transposing a rotation, because the transform
59
+ * carries the asset's centimetre scale and a shortcut that assumes orthonormality would silently be
60
+ * a hundred times wrong here.
61
+ *
62
+ * @param {ArrayLike<number>} m column-major 4x4
63
+ * @param {number[]} point
64
+ * @returns {number[]}
65
+ */
66
+ function inverse_transform_point(m, point) {
67
+ const a = [
68
+ [m[0], m[4], m[8], m[12]],
69
+ [m[1], m[5], m[9], m[13]],
70
+ [m[2], m[6], m[10], m[14]],
71
+ [m[3], m[7], m[11], m[15]],
72
+ ];
73
+
74
+ const b = [point[0], point[1], point[2], 1];
75
+
76
+ // Gaussian elimination on the 4x4 — small, and clearer than an inlined cofactor expansion
77
+ for (let column = 0; column < 4; column++) {
78
+ let pivot = column;
79
+
80
+ for (let row = column + 1; row < 4; row++) {
81
+ if (Math.abs(a[row][column]) > Math.abs(a[pivot][column])) {
82
+ pivot = row;
83
+ }
84
+ }
85
+
86
+ [a[column], a[pivot]] = [a[pivot], a[column]];
87
+ [b[column], b[pivot]] = [b[pivot], b[column]];
88
+
89
+ const divisor = a[column][column];
90
+
91
+ for (let k = column; k < 4; k++) {
92
+ a[column][k] /= divisor;
93
+ }
94
+
95
+ b[column] /= divisor;
96
+
97
+ for (let row = 0; row < 4; row++) {
98
+ if (row === column) {
99
+ continue;
100
+ }
101
+
102
+ const factor = a[row][column];
103
+
104
+ for (let k = column; k < 4; k++) {
105
+ a[row][k] -= factor * a[column][k];
106
+ }
107
+
108
+ b[row] -= factor * b[column];
109
+ }
110
+ }
111
+
112
+ const w = b[3] === 0 ? 1 : b[3];
113
+
114
+ return [b[0] / w, b[1] / w, b[2] / w];
115
+ }
116
+
117
+ /**
118
+ * @param {object} options
119
+ * @param {Renderer} options.renderer
120
+ * @param {PerspectiveCamera} options.camera whose position the rays start from
121
+ * @param {Mesh} options.mesh the instance whose transform puts the camera into geometry space
122
+ * @param {object} options.target refit target of the tree to audit
123
+ * @param {number} options.geometry_index
124
+ * @returns {Promise<object>}
125
+ */
126
+ export async function verify_traversal_reachability({
127
+ renderer,
128
+ camera,
129
+ mesh,
130
+ target,
131
+ geometry_index,
132
+ }) {
133
+ const graphics = renderer.graphics;
134
+ const device = graphics.device;
135
+
136
+ const geometries = graphics.geometries;
137
+ const blas = geometries.blas;
138
+ const meshlets = geometries.meshlets;
139
+
140
+ const { leaf_count, node_word_offset, leaf_nodes_offset } = target;
141
+
142
+ const origin = inverse_transform_point(
143
+ mesh.transform_global.matrix,
144
+ [...camera.transform.position]
145
+ );
146
+
147
+ const t_bytes = leaf_count * Float32Array.BYTES_PER_ELEMENT;
148
+
149
+ const out_t = device.createBuffer({
150
+ label: 'reachability/t',
151
+ size: t_bytes,
152
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
153
+ });
154
+
155
+ const out_triangle = device.createBuffer({
156
+ label: 'reachability/triangle',
157
+ size: t_bytes,
158
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
159
+ });
160
+
161
+ const out_expected_t = device.createBuffer({
162
+ label: 'reachability/expected t',
163
+ size: t_bytes,
164
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
165
+ });
166
+
167
+ const cmd = ShadeGPUCommandContext.create(graphics, 'audit/reachability');
168
+
169
+ shader_blas_audit_visibility.dispatchThreads({
170
+ encoder: cmd,
171
+ thread_count_x: leaf_count,
172
+ bindings: {
173
+ settings: {
174
+ origin,
175
+ leaf_count,
176
+ node_word_offset,
177
+ leaf_nodes_offset,
178
+ geometry_index,
179
+ tmax: 1e12,
180
+ },
181
+ leaf_nodes: blas.buffer_leaf_nodes,
182
+ blas_lookup: blas.buffer_metadata,
183
+ blas_data: blas.buffer_data,
184
+ geometries: geometries.buffer_metadata,
185
+ meshlet_metadata: meshlets.buffer_metadata,
186
+ meshlet_data: meshlets.buffer_data,
187
+ nodes: blas.buffer_data,
188
+ out_t,
189
+ out_triangle,
190
+ out_expected_t,
191
+ },
192
+ });
193
+
194
+ cmd.finish();
195
+
196
+ await device.queue.onSubmittedWorkDone();
197
+
198
+ const t = new Float32Array(await read_back(device, out_t, t_bytes));
199
+ const expected = new Float32Array(await read_back(device, out_expected_t, t_bytes));
200
+
201
+ out_t.destroy();
202
+ out_triangle.destroy();
203
+ out_expected_t.destroy();
204
+
205
+ let missed = 0;
206
+ let overshot = 0;
207
+ let worst_overshoot = 0;
208
+
209
+ for (let i = 0; i < leaf_count; i++) {
210
+ if (!(t[i] >= 0)) {
211
+ missed += 1;
212
+
213
+ continue;
214
+ }
215
+
216
+ // 1e-3 of the aimed distance, which is far above float error on these magnitudes and far
217
+ // below the gap between one surface and the next
218
+ const overshoot = (t[i] - expected[i]) / Math.max(1e-9, expected[i]);
219
+
220
+ if (overshoot > 1e-3) {
221
+ overshot += 1;
222
+
223
+ worst_overshoot = Math.max(worst_overshoot, overshoot);
224
+ }
225
+ }
226
+
227
+ const lost = missed + overshot;
228
+
229
+ const result = {
230
+ leaf_count,
231
+ missed,
232
+ overshot,
233
+ worst_overshoot: +worst_overshoot.toFixed(4),
234
+ lost,
235
+ lost_pct: +(lost / leaf_count * 100).toFixed(3),
236
+ origin: origin.map(v => +v.toFixed(3)),
237
+ verdict: lost === 0
238
+ ? `pass — the traversal returns a surface at or before every one of ${leaf_count} `
239
+ + `triangles it was aimed at`
240
+ : `FAIL — ${lost} of ${leaf_count} (${(lost / leaf_count * 100).toFixed(2)}%) rays aimed `
241
+ + `at a triangle came back with nothing (${missed}) or with something behind it `
242
+ + `(${overshot}). Neither is geometrically possible, so the traversal is walking past `
243
+ + `surfaces it was pointed at — which is the hole in the traced image.`,
244
+ };
245
+
246
+ console.log(result.verdict, result);
247
+
248
+ return result;
249
+ }
@@ -198,11 +198,6 @@ export class Renderer {
198
198
  */
199
199
  onDeviceFailure: any;
200
200
  onFrameFinished: Signal;
201
- /**
202
- * First argument is frame index, second is table of debug data
203
- * @type {Signal<number, Object[]>}
204
- */
205
- onFrameDebug: any;
206
201
  /**
207
202
  *
208
203
  * @param {number} v
@@ -296,7 +291,6 @@ export class Renderer {
296
291
  * @returns {number} how many extensions are registered on `phase`
297
292
  */
298
293
  extension_count(phase: FramePhase): number;
299
- add_debug_frame(count?: number): void;
300
294
  /**
301
295
  *
302
296
  * @param {Scene} scene
@@ -1 +1 @@
1
- {"version":3,"file":"Renderer.d.ts","sourceRoot":"","sources":["../../../../src/shade/renderer/Renderer.js"],"names":[],"mappings":"AA4FA;IAOI,0BAEC;IAED;;OAEG;IACH,0BAAQ;IAER;;;;;;OAMG;IACH,kDAEC;IAED;;OAEG;IACH,kBAAO;IAYP;;;OAGG;IACH,2BAEC;IAaD,0CAGC;IAED,uCAEC;IAED;;;;OAIG;IACH,wBAFU,yBAAyB,CAEoB;IAEvD,6BAA4B;IAC5B,8BAA4B;IAC5B;;;;OAIG;IACH,mCAAkC;IAClC;;;;;;;OAOG;IACH,mCAFU,OAAO,CAEyB;IAC1C,+BAA6B;IAC7B,4CAA0C;IAkB1C,uCAKC;IArBD;;;;;;;;;;OAUG;IACH,oCAGC;IASD;;;;;;;OAOG;IACH,0BAFU,OAAO,CAEe;IAQhC;;;;;OAKG;IACH,sCAOC;IAjBD,mCAEC;IAiBD;;;;;;;;;OASG;IACH,6BAFU,OAAO,CAEmB;IAWpC;;;;;OAKG;IACH,8BAA+C;IAE/C;;;;;;;;OAQG;IACH,6BAFU,OAAO,CAEmB;IAEpC;;;;;;;;;;;;;;OAcG;IACH,8BAFU,OAAO,CAEoB;IAErC;;;;;;;;;;OAUG;IACH,qBAFU,OAAO,CAEW;IAU5B;;;;;OAKG;IACH,wBAA0C;IAE1C;;;;;;;;OAQG;IACH,eAFU,UAAU,GAAC,QAAQ,CAEF;IAU3B;;;;OAIG;IACH,gCAAwD;IAExD;;;;;;;;;;;;OAYG;IACH,gBAFU,OAAO,CAEK;IAEtB;;;OAGG;IACH,4BAFU,OAAO,CAEiB;IAKlC;;;OAGG;IACH,yBAEC;IAOD;;;OAGG;IACH,gCAEC;IAcD;;;;;;;;;OASG;IACH,qBAA+B;IAE/B,wBAA+B;IAE/B;;;OAGG;IACH,kBAA4B;IAiB5B;;;OAGG;IACH,2CAeC;IAED;;;OAGG;IACH,wCAEC;IA0BD;;;OAGG;IACH,iCAEC;IAED;;;;OAIG;IACH,2BAEC;IAQD;;;OAGG;IACH,+CAIC;IAED;;;OAGG;IACH,gDAIC;IAwCD;;;OAGG;IACH,6BAcC;IA1BD;;;OAGG;IACH,0BAEC;IA4BD;;;;;;;;;;;;;;;;;;;OAmBG;IACH,iBAFU,oBAAkB,IAAI,CAET;IAEvB;;OAEG;IACH;;;;;;;;;;;;;;OAcG;IACH,2DAEC;IAED;;;;;OAKG;IACH,8CAFa,OAAO,CAInB;IAED;;;OAGG;IACH,uBAHW,UAAU,GACR,MAAM,CAIlB;IAGD,sCAIC;IAeD;;;;OAIG;IACH,iCAFY,gBAAgB,CAW3B;IAED;;;OAGG;IACH,6BAYC;IAED;;;;OAIG;IACH,wCAFa,2BAA2B,CAcvC;IAGD;;;OAGG;IACH,+BAuBC;IAmMD;;;;OAIG;IACH,0BAEC;IAgBD;;;;;;OAMG;IACH,cAFU,iBAAiB,CAEU;IAErC;;;;;;OAMG;IACH,eAgBC;IAiFD;;;;;OAKG;IACH,+EA0NC;IAED;;OAEG;IACH,gBAGC;IAQD,4BAwBC;IAqID;;;;;OAKG;IACH,UAHW,MAAM,KACN,MAAM,QAgBhB;IAoFD,0CAMC;IAED;;;;;;;;;;OAUG;IACH,qEAHW,MAAM,GACJ,OAAO,CAsBnB;IAED;;;;;;;;;;;;;;;OAeG;IACH,8EAJW,MAAM,UACN,iBAAiB,GACf,OAAO,CAi3BnB;;CACJ;6BA16E4B,yBAAyB;0CACZ,gCAAgC;2BApB/C,yCAAyC;6BAFvC,4CAA4C;8BAD3C,2CAA2C;4BAiC7C,uBAAuB;gCAtCnB,sBAAsB;mBArCnC,oCAAoC;oBACnC,4BAA4B;kCAuEd,gCAAgC;2BApDvC,2BAA2B;iCAkDrB,0CAA0C;4CApC/B,+DAA+D;yBA6BlF,yBAAyB;kCAMhB,wBAAwB;oBAvBtC,0BAA0B;uCAPP,sDAAsD"}
1
+ {"version":3,"file":"Renderer.d.ts","sourceRoot":"","sources":["../../../../src/shade/renderer/Renderer.js"],"names":[],"mappings":"AA4FA;IAOI,0BAEC;IAED;;OAEG;IACH,0BAAQ;IAER;;;;;;OAMG;IACH,kDAEC;IAED;;OAEG;IACH,kBAAO;IAYP;;;OAGG;IACH,2BAEC;IAaD,0CAGC;IAED,uCAEC;IAED;;;;OAIG;IACH,wBAFU,yBAAyB,CAEoB;IAEvD,6BAA4B;IAC5B,8BAA4B;IAC5B;;;;OAIG;IACH,mCAAkC;IAClC;;;;;;;OAOG;IACH,mCAFU,OAAO,CAEyB;IAC1C,+BAA6B;IAC7B,4CAA0C;IAkB1C,uCAKC;IArBD;;;;;;;;;;OAUG;IACH,oCAGC;IASD;;;;;;;OAOG;IACH,0BAFU,OAAO,CAEe;IAQhC;;;;;OAKG;IACH,sCAOC;IAjBD,mCAEC;IAiBD;;;;;;;;;OASG;IACH,6BAFU,OAAO,CAEmB;IAWpC;;;;;OAKG;IACH,8BAA+C;IAE/C;;;;;;;;OAQG;IACH,6BAFU,OAAO,CAEmB;IAEpC;;;;;;;;;;;;;;OAcG;IACH,8BAFU,OAAO,CAEoB;IAErC;;;;;;;;;;OAUG;IACH,qBAFU,OAAO,CAEW;IAU5B;;;;;OAKG;IACH,wBAA0C;IAE1C;;;;;;;;OAQG;IACH,eAFU,UAAU,GAAC,QAAQ,CAEF;IAU3B;;;;OAIG;IACH,gCAAwD;IAExD;;;;;;;;;;;;OAYG;IACH,gBAFU,OAAO,CAEK;IAEtB;;;OAGG;IACH,4BAFU,OAAO,CAEiB;IAKlC;;;OAGG;IACH,yBAEC;IAOD;;;OAGG;IACH,gCAEC;IAcD;;;;;;;;;OASG;IACH,qBAA+B;IAE/B,wBAA+B;IAgB/B;;;OAGG;IACH,2CAeC;IAED;;;OAGG;IACH,wCAEC;IA0BD;;;OAGG;IACH,iCAEC;IAED;;;;OAIG;IACH,2BAEC;IAQD;;;OAGG;IACH,+CAIC;IAED;;;OAGG;IACH,gDAIC;IAwCD;;;OAGG;IACH,6BAcC;IA1BD;;;OAGG;IACH,0BAEC;IAsBD;;;;;;;;;;;;;;;;;;;OAmBG;IACH,iBAFU,oBAAkB,IAAI,CAET;IAEvB;;OAEG;IACH;;;;;;;;;;;;;;OAcG;IACH,2DAEC;IAED;;;;;OAKG;IACH,8CAFa,OAAO,CAInB;IAED;;;OAGG;IACH,uBAHW,UAAU,GACR,MAAM,CAIlB;IAgBD;;;;OAIG;IACH,iCAFY,gBAAgB,CAW3B;IAED;;;OAGG;IACH,6BAYC;IAED;;;;OAIG;IACH,wCAFa,2BAA2B,CAcvC;IAGD;;;OAGG;IACH,+BAuBC;IAmMD;;;;OAIG;IACH,0BAEC;IAgBD;;;;;;OAMG;IACH,cAFU,iBAAiB,CAEU;IAErC;;;;;;OAMG;IACH,eAgBC;IAiFD;;;;;OAKG;IACH,+EA0NC;IAED;;OAEG;IACH,gBAGC;IAQD,4BAwBC;IAqID;;;;;OAKG;IACH,UAHW,MAAM,KACN,MAAM,QAgBhB;IAoFD,0CAMC;IAED;;;;;;;;;;OAUG;IACH,qEAHW,MAAM,GACJ,OAAO,CAsBnB;IAED;;;;;;;;;;;;;;;OAeG;IACH,8EAJW,MAAM,UACN,iBAAiB,GACf,OAAO,CAu2BnB;;CACJ;6BA74E4B,yBAAyB;0CACZ,gCAAgC;2BApB/C,yCAAyC;6BAFvC,4CAA4C;8BAD3C,2CAA2C;4BAiC7C,uBAAuB;gCAtCnB,sBAAsB;mBArCnC,oCAAoC;oBACnC,4BAA4B;kCAuEd,gCAAgC;2BApDvC,2BAA2B;iCAkDrB,0CAA0C;4CApC/B,+DAA+D;yBA6BlF,yBAAyB;kCAMhB,wBAAwB;oBAvBtC,0BAA0B;uCAPP,sDAAsD"}
@@ -424,13 +424,6 @@ export class Renderer {
424
424
 
425
425
  onFrameFinished = new Signal();
426
426
 
427
- /**
428
- * First argument is frame index, second is table of debug data
429
- * @type {Signal<number, Object[]>}
430
- */
431
- onFrameDebug = new Signal();
432
-
433
-
434
427
  /**
435
428
  * Fraction of the output resolution.
436
429
  * Controls {@link #internal_resolution}.
@@ -599,12 +592,6 @@ export class Renderer {
599
592
  this.#update_resolution();
600
593
  }
601
594
 
602
- /**
603
- * How many future frames should be debugged
604
- * @type {number}
605
- */
606
- #debug_frame_count = 0;
607
-
608
595
  /**
609
596
  * The profile recording to feed, or null.
610
597
  *
@@ -668,12 +655,6 @@ export class Renderer {
668
655
  }
669
656
 
670
657
 
671
- add_debug_frame(count = 1) {
672
- assert.isNonNegativeInteger(count, 'count');
673
-
674
- this.#debug_frame_count += count;
675
- }
676
-
677
658
  /**
678
659
  *
679
660
  * @type {Map<Scene, GPULightProbeVolumeRenderer>}
@@ -1733,16 +1714,6 @@ export class Renderer {
1733
1714
  "Renderer/main-0"
1734
1715
  );
1735
1716
 
1736
- if (this.#debug_frame_count > 0) {
1737
- this.#debug_frame_count--;
1738
-
1739
- const current_frame = this.#frame_count;
1740
-
1741
- command_ctx.enable_debug_timers((table) => {
1742
- this.onFrameDebug.send2(current_frame, table);
1743
- });
1744
- }
1745
-
1746
1717
  /**
1747
1718
  * The frame recorder for this frame, or null when nothing is profiling.
1748
1719
  * @type {GPUFrameRecorder|null}
@@ -23,7 +23,7 @@ export class StaticGraphicsEngineAssets {
23
23
  // Spatio-Temporal Blue Noise (NVIDIA 2020-ish)
24
24
 
25
25
  // vendored alongside the engine rather than at the repo root, so `src/shade` stays one
26
- // directory that can be diffed against upstream (MEEP3 §4.1)
26
+ // directory that can be diffed against upstream (../../../SHADE_ORIGIN.md)
27
27
  const asset_url = (name) => new URL(`../assets/textures/${name}`, import.meta.url).href;
28
28
 
29
29
  const [
@@ -1 +1 @@
1
- {"version":3,"file":"GPUAnimationManager.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/animation/GPUAnimationManager.js"],"names":[],"mappings":"AA6HA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH;IAyMI;;;;OAIG;IACH,sCAHW,MAAM,kCAgBhB;IAED;;OAEG;IACH,4BAEC;IAED;;;;;;;;;;;;OAYG;IACH,gCAEC;IAED;;;;;;;;;;OAUG;IACH,qCAEC;IAED;;;;;;OAMG;IACH,gCAEC;IAED;;;;;;;;;;OAUG;IACH,mCAEC;IAED;;;;;;;;;;;;OAYG;IACH,4CAFW,MAAM,QA6BhB;IAED;;;;;OAKG;IACH,kBAHW,MAAM,GACJ;QAAC,gBAAgB,EAAE,MAAM,CAAC;QAAC,WAAW,EAAE,MAAM,CAAA;KAAC,CAK3D;IAED;;;;;;;;;;;;OAYG;IACH,gCAHW,MAAM,GACJ,MAAM,CAOlB;IAED;;;;;;;;;;;OAWG;IACH,kCAFa,MAAM,CA+BlB;IAED;;;;;;;;;;;;;;OAcG;IACH,oBAJW;QAAE,CAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,CAAC,EAAE,MAAM,CAAA;KAAE,GAEhD,MAAM,CA2BlB;IAED;;;;;;;;;;;;;;;;;;;;;;;;OAwBG;IACH;eAPc,MAAM;qBACA,MAAM;mBACR,MAAM;kBACP,MAAM;YAAE,KAAK,EAAE,MAAM,CAAC;YAAC,QAAQ,EAAE,MAAM,CAAC;YAAC,QAAQ,EAAE,MAAM,CAAA;SAAE,CAAC;QAEhE,MAAM,CAkElB;IAgCD;;;;;;;;;;;;;;;;;OAiBG;IACH,kBAHW,MAAM,QACN,MAAM,QAKhB;IAED;;;;;;;;OAQG;IACH,2BAHW,MAAM,QACN,MAAM,QAKhB;IAED;;;;;;;;;;;;;;OAcG;IACH,6BAHW,MAAM,UACN,MAAM,QAKhB;IAED;;;;;;;;;;;;;;;;OAgBG;IACH,mBAHW,MAAM,SACN,MAAM,QAShB;IAED;;;;;;;OAOG;IACH,qBAHW,MAAM,SACN,MAAM,QAShB;IAED;;;;;;;;;;;OAWG;IACH,eAFW,MAAM,QAShB;IAED;;;;;;;;;OASG;IACH,cAFW,MAAM,QAShB;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA4BG;IACH;gBAJe,MAAM;YAAE,IAAI,EAAE,MAAM,CAAC;YAAC,YAAY,EAAE,YAAY,GAAG,MAAM,EAAE,CAAA;SAAE,CAAC;QAEhE,MAAM,CAoElB;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;OA0BG;IACH,2BAFa,MAAM,CA4ElB;IA8ED;;;;;;;;;;;;;;;;;;;;;;;;OAwBG;IACH,yCAFa,MAAM,CAyDlB;IAwDD;;;;;;;;;;;;;;;OAeG;IACH,yBAFW,MAAM,QAkChB;IAED;;;;;;;;;;;;;;;;OAgBG;IACH,yBAFW,MAAM,QA2ChB;IA0FD;;;;;;;;;;;;;;;;;;;OAmBG;IACH,8CAIC;IAoBD;;;;;;;;;;;;;;;;;;;;;;;;;;OA0BG;IACH,iEA2CC;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA6BG;IACH,kDAFW,MAAM,QAgChB;IA+FD,gBAYC;;CACJ;4BAttD2B,gCAAgC"}
1
+ {"version":3,"file":"GPUAnimationManager.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/animation/GPUAnimationManager.js"],"names":[],"mappings":"AA4HA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH;IAyMI;;;;OAIG;IACH,sCAHW,MAAM,kCAgBhB;IAED;;OAEG;IACH,4BAEC;IAED;;;;;;;;;;;;OAYG;IACH,gCAEC;IAED;;;;;;;;;;OAUG;IACH,qCAEC;IAED;;;;;;OAMG;IACH,gCAEC;IAED;;;;;;;;;;OAUG;IACH,mCAEC;IAED;;;;;;;;;;;;OAYG;IACH,4CAFW,MAAM,QA6BhB;IAED;;;;;OAKG;IACH,kBAHW,MAAM,GACJ;QAAC,gBAAgB,EAAE,MAAM,CAAC;QAAC,WAAW,EAAE,MAAM,CAAA;KAAC,CAK3D;IAED;;;;;;;;;;;;OAYG;IACH,gCAHW,MAAM,GACJ,MAAM,CAOlB;IAED;;;;;;;;;;;OAWG;IACH,kCAFa,MAAM,CA+BlB;IAED;;;;;;;;;;;;;;OAcG;IACH,oBAJW;QAAE,CAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,CAAC,EAAE,MAAM,CAAA;KAAE,GAEhD,MAAM,CA2BlB;IAED;;;;;;;;;;;;;;;;;;;;;;;;OAwBG;IACH;eAPc,MAAM;qBACA,MAAM;mBACR,MAAM;kBACP,MAAM;YAAE,KAAK,EAAE,MAAM,CAAC;YAAC,QAAQ,EAAE,MAAM,CAAC;YAAC,QAAQ,EAAE,MAAM,CAAA;SAAE,CAAC;QAEhE,MAAM,CAkElB;IAgCD;;;;;;;;;;;;;;;;;OAiBG;IACH,kBAHW,MAAM,QACN,MAAM,QAKhB;IAED;;;;;;;;OAQG;IACH,2BAHW,MAAM,QACN,MAAM,QAKhB;IAED;;;;;;;;;;;;;;OAcG;IACH,6BAHW,MAAM,UACN,MAAM,QAKhB;IAED;;;;;;;;;;;;;;;;OAgBG;IACH,mBAHW,MAAM,SACN,MAAM,QAShB;IAED;;;;;;;OAOG;IACH,qBAHW,MAAM,SACN,MAAM,QAShB;IAED;;;;;;;;;;;OAWG;IACH,eAFW,MAAM,QAShB;IAED;;;;;;;;;OASG;IACH,cAFW,MAAM,QAShB;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA4BG;IACH;gBAJe,MAAM;YAAE,IAAI,EAAE,MAAM,CAAC;YAAC,YAAY,EAAE,YAAY,GAAG,MAAM,EAAE,CAAA;SAAE,CAAC;QAEhE,MAAM,CAoElB;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;OA0BG;IACH,2BAFa,MAAM,CA4ElB;IA8ED;;;;;;;;;;;;;;;;;;;;;;;;OAwBG;IACH,yCAFa,MAAM,CAyDlB;IAwDD;;;;;;;;;;;;;;;OAeG;IACH,yBAFW,MAAM,QAkChB;IAED;;;;;;;;;;;;;;;;OAgBG;IACH,yBAFW,MAAM,QA2ChB;IA0FD;;;;;;;;;;;;;;;;;;;OAmBG;IACH,8CAIC;IAoBD;;;;;;;;;;;;;;;;;;;;;;;;;;OA0BG;IACH,iEA2CC;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA6BG;IACH,kDAFW,MAAM,QAgChB;IA8FD,gBAYC;;CACJ;4BArtD2B,gCAAgC"}
@@ -1,6 +1,5 @@
1
1
  import { assert } from "../../../core/assert.js";
2
2
  import { FrameGraph } from "../../../engine/graphics/render/frame_graph/FrameGraph.js";
3
- import { f32 } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
4
3
  import { GPUDatabase } from "../buffer/table/GPUDatabase.js";
5
4
  import {
6
5
  graph_scene_update_transform_hierarchy
@@ -1663,12 +1662,11 @@ export class GPUAnimationManager {
1663
1662
  .get('animation_clips')
1664
1663
  .dispatch_group_count(ANIMATION_TICK_WORKGROUP_SIZE);
1665
1664
  if (tick_groups > 0) {
1666
- const dt_buffer = cmd_ctx.allocateTransientValueBuffer(f32, dt);
1667
1665
  shader_animation_tick.dispatch({
1668
1666
  encoder: cmd_ctx,
1669
1667
  group_count_x: tick_groups,
1670
1668
  bindings: {
1671
- dt: dt_buffer,
1669
+ dt,
1672
1670
  animation_database: this.#database.buffer,
1673
1671
  },
1674
1672
  });
@@ -5,7 +5,8 @@
5
5
  * Gameplay poses — a socket, an effect anchor, the muzzle a projectile leaves from — are a **pure
6
6
  * function of (clip set, time, weights)**, evaluated on demand at query time. They are never read
7
7
  * back from the GPU: readback is asynchronous and a frame late, which would make a projectile's
8
- * origin depend on frame pacing and poison determinism and replay (`EXECUTION.md` I-4).
8
+ * origin depend on frame pacing and poison determinism and replay no GPU readback on a
9
+ * gameplay-affecting path.
9
10
  */
10
11
  export class PosePlayback {
11
12
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"PosePlayback.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/animation/pose/PosePlayback.js"],"names":[],"mappings":"AAEA;;;;;;;;GAQG;AACH;IAwBI;;;;;OAKG;IACH,4CAJW,MAAM,UACN,MAAM,GACJ,YAAY,CAcxB;IAzCD;;OAEG;IACH,yBAAY;IAEZ;;;;OAIG;IACH,MAFU,MAAM,CAEP;IAET;;;;;;;;OAQG;IACH,QAFU,MAAM,CAEL;CAqBd"}
1
+ {"version":3,"file":"PosePlayback.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/animation/pose/PosePlayback.js"],"names":[],"mappings":"AAEA;;;;;;;;;GASG;AACH;IAwBI;;;;;OAKG;IACH,4CAJW,MAAM,UACN,MAAM,GACJ,YAAY,CAcxB;IAzCD;;OAEG;IACH,yBAAY;IAEZ;;;;OAIG;IACH,MAFU,MAAM,CAEP;IAET;;;;;;;;OAQG;IACH,QAFU,MAAM,CAEL;CAqBd"}
@@ -7,7 +7,8 @@ import { assert } from "../../../../core/assert.js";
7
7
  * Gameplay poses — a socket, an effect anchor, the muzzle a projectile leaves from — are a **pure
8
8
  * function of (clip set, time, weights)**, evaluated on demand at query time. They are never read
9
9
  * back from the GPU: readback is asynchronous and a frame late, which would make a projectile's
10
- * origin depend on frame pacing and poison determinism and replay (`EXECUTION.md` I-4).
10
+ * origin depend on frame pacing and poison determinism and replay no GPU readback on a
11
+ * gameplay-affecting path.
11
12
  */
12
13
  export class PosePlayback {
13
14
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"shader_animation_apply.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/animation/shader_animation_apply.js"],"names":[],"mappings":"AAcA;;;;;GAKG;AACH,gCAAiC;AAoFjC;;;;;;;;;;;;;;;;;;GAkBG;AACH,mDAKG;8BA3H2B,4BAA4B"}
1
+ {"version":3,"file":"shader_animation_apply.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/animation/shader_animation_apply.js"],"names":[],"mappings":"AAcA;;;;;GAKG;AACH,gCAAiC;AAoFjC;;;;;;;;;;;;;;;;;;GAkBG;AACH,mDAIG;8BA1H2B,4BAA4B"}