@woosh/meep-engine 3.11.3 → 3.13.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (596) hide show
  1. package/README.md +14 -18
  2. package/editor/SelectionVisualizer.js +127 -127
  3. package/editor/entity_world_bounds.js +27 -27
  4. package/editor/particles/rebuildParticleEmitter.js +31 -31
  5. package/editor/process/SymbolicDisplayProcess.js +1 -1
  6. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  7. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  8. package/editor/prototypeEditorShell.js +156 -156
  9. package/editor/selection/editor_pick.js +130 -130
  10. package/editor/selection/screen_rect_frustum.js +119 -119
  11. package/editor/tools/v2/TransformControls.js +971 -971
  12. package/package.json +1 -1
  13. package/src/engine/Engine.d.ts +3 -3
  14. package/src/engine/Engine.d.ts.map +1 -1
  15. package/src/engine/Engine.js +726 -726
  16. package/src/engine/EngineHarness.d.ts +1 -1
  17. package/src/engine/EngineHarness.js +590 -590
  18. package/src/engine/ecs/HIERARCHY_REVIEW.md +717 -717
  19. package/src/engine/ecs/terrain/ecs/BuildLightTexture.d.ts +1 -1
  20. package/src/engine/ecs/terrain/ecs/BuildLightTexture.js +27 -27
  21. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -5
  22. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  23. package/src/engine/ecs/terrain/ecs/Terrain.js +790 -790
  24. package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -129
  25. package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +1 -1
  26. package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -28
  27. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +1 -1
  28. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +428 -428
  29. package/src/engine/graphics/ecs/water/Water.d.ts +1 -1
  30. package/src/engine/graphics/ecs/water/Water.js +104 -104
  31. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +1 -1
  32. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1 -1
  33. package/src/engine/graphics3/AnimationGraphSystem.d.ts +65 -0
  34. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -0
  35. package/src/engine/graphics3/AnimationGraphSystem.js +329 -0
  36. package/src/engine/graphics3/AnimationGraphSystem3.d.ts +6 -61
  37. package/src/engine/graphics3/AnimationGraphSystem3.d.ts.map +1 -1
  38. package/src/engine/graphics3/AnimationGraphSystem3.js +6 -325
  39. package/src/engine/graphics3/AnimationSystem.d.ts +76 -0
  40. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -0
  41. package/src/engine/graphics3/AnimationSystem.js +352 -0
  42. package/src/engine/graphics3/AnimationSystem3.d.ts +6 -72
  43. package/src/engine/graphics3/AnimationSystem3.d.ts.map +1 -1
  44. package/src/engine/graphics3/AnimationSystem3.js +6 -348
  45. package/src/engine/graphics3/CameraSystem.d.ts +49 -0
  46. package/src/engine/graphics3/CameraSystem.d.ts.map +1 -0
  47. package/src/engine/graphics3/CameraSystem.js +170 -0
  48. package/src/engine/graphics3/CameraSystem3.d.ts +6 -45
  49. package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
  50. package/src/engine/graphics3/CameraSystem3.js +6 -166
  51. package/src/engine/graphics3/DebugDrawSystem.d.ts +72 -0
  52. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -0
  53. package/src/engine/graphics3/DebugDrawSystem.js +205 -0
  54. package/src/engine/graphics3/DebugDrawSystem3.d.ts +6 -68
  55. package/src/engine/graphics3/DebugDrawSystem3.d.ts.map +1 -1
  56. package/src/engine/graphics3/DebugDrawSystem3.js +6 -201
  57. package/src/engine/graphics3/DecalSystem.d.ts +81 -0
  58. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -0
  59. package/src/engine/graphics3/DecalSystem.js +441 -0
  60. package/src/engine/graphics3/DecalSystem3.d.ts +6 -77
  61. package/src/engine/graphics3/DecalSystem3.d.ts.map +1 -1
  62. package/src/engine/graphics3/DecalSystem3.js +6 -437
  63. package/src/engine/graphics3/FogOfWarSystem.d.ts +74 -0
  64. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -0
  65. package/src/engine/graphics3/FogOfWarSystem.js +265 -0
  66. package/src/engine/graphics3/FogOfWarSystem3.d.ts +6 -70
  67. package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +1 -1
  68. package/src/engine/graphics3/FogOfWarSystem3.js +6 -261
  69. package/src/engine/graphics3/GraphicsEngine.d.ts +340 -0
  70. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -0
  71. package/src/engine/graphics3/GraphicsEngine.js +790 -0
  72. package/src/engine/graphics3/GraphicsEngine3.d.ts +6 -336
  73. package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
  74. package/src/engine/graphics3/GraphicsEngine3.js +6 -786
  75. package/src/engine/graphics3/HighlightSystem.d.ts +82 -0
  76. package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -0
  77. package/src/engine/graphics3/HighlightSystem.js +241 -0
  78. package/src/engine/graphics3/HighlightSystem3.d.ts +6 -78
  79. package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
  80. package/src/engine/graphics3/HighlightSystem3.js +6 -237
  81. package/src/engine/graphics3/LightSystem.d.ts +40 -0
  82. package/src/engine/graphics3/LightSystem.d.ts.map +1 -0
  83. package/src/engine/graphics3/LightSystem.js +211 -0
  84. package/src/engine/graphics3/LightSystem3.d.ts +6 -36
  85. package/src/engine/graphics3/LightSystem3.d.ts.map +1 -1
  86. package/src/engine/graphics3/LightSystem3.js +6 -207
  87. package/src/engine/graphics3/MeshSystem.d.ts +106 -0
  88. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -0
  89. package/src/engine/graphics3/MeshSystem.js +647 -0
  90. package/src/engine/graphics3/MeshSystem3.d.ts +6 -102
  91. package/src/engine/graphics3/MeshSystem3.d.ts.map +1 -1
  92. package/src/engine/graphics3/MeshSystem3.js +6 -642
  93. package/src/engine/graphics3/ParticipatingMedia.d.ts +2 -2
  94. package/src/engine/graphics3/ParticipatingMedia.js +203 -203
  95. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +87 -0
  96. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -0
  97. package/src/engine/graphics3/ParticipatingMediaSystem.js +184 -0
  98. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +6 -83
  99. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -1
  100. package/src/engine/graphics3/ParticipatingMediaSystem3.js +6 -180
  101. package/src/engine/graphics3/ParticleEmitterSystem.d.ts +76 -0
  102. package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -0
  103. package/src/engine/graphics3/ParticleEmitterSystem.js +289 -0
  104. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +6 -72
  105. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
  106. package/src/engine/graphics3/ParticleEmitterSystem3.js +6 -285
  107. package/src/engine/graphics3/PathDisplaySystem.d.ts +70 -0
  108. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -0
  109. package/src/engine/graphics3/PathDisplaySystem.js +309 -0
  110. package/src/engine/graphics3/PathDisplaySystem3.d.ts +6 -66
  111. package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +1 -1
  112. package/src/engine/graphics3/PathDisplaySystem3.js +6 -305
  113. package/src/engine/graphics3/Pickable.d.ts +1 -1
  114. package/src/engine/graphics3/Pickable.js +65 -65
  115. package/src/engine/graphics3/PickingQuery.d.ts +1 -1
  116. package/src/engine/graphics3/PickingQuery.js +48 -48
  117. package/src/engine/graphics3/PickingSystem.d.ts +67 -0
  118. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -0
  119. package/src/engine/graphics3/PickingSystem.js +273 -0
  120. package/src/engine/graphics3/PickingSystem3.d.ts +6 -63
  121. package/src/engine/graphics3/PickingSystem3.d.ts.map +1 -1
  122. package/src/engine/graphics3/PickingSystem3.js +6 -269
  123. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +47 -0
  124. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -0
  125. package/src/engine/graphics3/ShadedGeometrySystem.js +169 -0
  126. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +6 -43
  127. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +1 -1
  128. package/src/engine/graphics3/ShadedGeometrySystem3.js +6 -165
  129. package/src/engine/graphics3/TerrainSystem.d.ts +80 -0
  130. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -0
  131. package/src/engine/graphics3/TerrainSystem.js +566 -0
  132. package/src/engine/graphics3/TerrainSystem3.d.ts +6 -76
  133. package/src/engine/graphics3/TerrainSystem3.d.ts.map +1 -1
  134. package/src/engine/graphics3/TerrainSystem3.js +6 -562
  135. package/src/engine/graphics3/TooltipComponentSystem.d.ts +65 -0
  136. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -0
  137. package/src/engine/graphics3/TooltipComponentSystem.js +328 -0
  138. package/src/engine/graphics3/TooltipComponentSystem3.d.ts +6 -61
  139. package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +1 -1
  140. package/src/engine/graphics3/TooltipComponentSystem3.js +6 -324
  141. package/src/engine/graphics3/Trail3DSystem.d.ts +73 -0
  142. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -0
  143. package/src/engine/graphics3/Trail3DSystem.js +221 -0
  144. package/src/engine/graphics3/Trail3DSystem3.d.ts +6 -69
  145. package/src/engine/graphics3/Trail3DSystem3.d.ts.map +1 -1
  146. package/src/engine/graphics3/Trail3DSystem3.js +6 -217
  147. package/src/engine/graphics3/VolumetricLightMap.d.ts +2 -2
  148. package/src/engine/graphics3/VolumetricLightMap.js +2 -2
  149. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts +98 -0
  150. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts.map +1 -0
  151. package/src/engine/graphics3/VolumetricLightMapSystem.js +261 -0
  152. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +6 -94
  153. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -1
  154. package/src/engine/graphics3/VolumetricLightMapSystem3.js +10 -261
  155. package/src/engine/graphics3/WaterSystem.d.ts +59 -0
  156. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -0
  157. package/src/engine/graphics3/WaterSystem.js +293 -0
  158. package/src/engine/graphics3/WaterSystem3.d.ts +6 -55
  159. package/src/engine/graphics3/WaterSystem3.d.ts.map +1 -1
  160. package/src/engine/graphics3/WaterSystem3.js +6 -289
  161. package/src/engine/graphics3/animation/AnimationGraphController.d.ts +1 -1
  162. package/src/engine/graphics3/animation/AnimationGraphController.js +518 -518
  163. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +1 -1
  164. package/src/engine/graphics3/animation/ClipListPlayer.js +263 -263
  165. package/src/engine/graphics3/animation/ClipPlayback.d.ts +2 -2
  166. package/src/engine/graphics3/animation/ClipPlayback.js +84 -84
  167. package/src/engine/graphics3/decal/GPUDecalRenderer.js +3 -3
  168. package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
  169. package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
  170. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
  171. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
  172. package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
  173. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
  174. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
  175. package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
  176. package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
  177. package/src/engine/graphics3/decal/shader_decal_composite.js +4 -2
  178. package/src/engine/graphics3/highlight/GPUHighlightRenderer.d.ts.map +1 -1
  179. package/src/engine/graphics3/highlight/GPUHighlightRenderer.js +2 -3
  180. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
  181. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  182. package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
  183. package/src/engine/graphics3/highlight/shader_highlight_outline.js +150 -150
  184. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
  185. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
  186. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
  187. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
  188. package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
  189. package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
  190. package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
  191. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
  192. package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
  193. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  194. package/src/shade/RENDERER_CONTRACT.md +2 -1
  195. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts +18 -0
  196. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts.map +1 -1
  197. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.js +73 -0
  198. package/src/shade/device/PASS_ENCODER_PROPOSAL_2026_08_31.md +750 -0
  199. package/src/shade/device/ShadeGPUCommandContext.d.ts +10 -16
  200. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  201. package/src/shade/device/ShadeGPUCommandContext.js +801 -994
  202. package/src/shade/device/pass/ShadeGPUComputePassEncoder.d.ts +107 -0
  203. package/src/shade/device/pass/ShadeGPUComputePassEncoder.d.ts.map +1 -0
  204. package/src/shade/device/pass/ShadeGPUComputePassEncoder.js +222 -0
  205. package/src/shade/device/pass/ShadeGPURenderPassEncoder.d.ts +168 -0
  206. package/src/shade/device/pass/ShadeGPURenderPassEncoder.d.ts.map +1 -0
  207. package/src/shade/device/pass/ShadeGPURenderPassEncoder.js +317 -0
  208. package/src/shade/device/timing/GPUTimerArray.d.ts +4 -9
  209. package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
  210. package/src/shade/device/timing/GPUTimerArray.js +261 -289
  211. package/src/shade/device/timing/GPU_PROFILER_PROPOSAL_2026_08_28.md +20 -2
  212. package/src/shade/device/timing/ShadeGPUContextProfiler.d.ts +59 -0
  213. package/src/shade/device/timing/ShadeGPUContextProfiler.d.ts.map +1 -0
  214. package/src/shade/device/timing/ShadeGPUContextProfiler.js +182 -0
  215. package/src/shade/device/timing/profile/GPUProfileSession.d.ts +4 -4
  216. package/src/shade/device/timing/profile/GPUProfileSession.js +4 -4
  217. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  218. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +3 -2
  219. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
  220. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +3 -2
  221. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  222. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +135 -134
  223. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
  224. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
  225. package/src/shade/renderer/Renderer.d.ts +0 -6
  226. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  227. package/src/shade/renderer/Renderer.js +0 -29
  228. package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
  229. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  230. package/src/shade/renderer/animation/GPUAnimationManager.js +1 -3
  231. package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
  232. package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
  233. package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
  234. package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
  235. package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
  236. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
  237. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
  238. package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
  239. package/src/shade/renderer/animation/shader_animation_tick.js +4 -2
  240. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  241. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +8 -18
  242. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
  243. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +3 -2
  244. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
  245. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +4 -2
  246. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts +1 -1
  247. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
  248. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +24 -10
  249. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
  250. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +3 -2
  251. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  252. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +5 -2
  253. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
  254. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
  255. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
  256. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +0 -1
  257. package/src/shade/renderer/atmosphere/shader_transmittance_lut.js +3 -3
  258. package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +136 -136
  259. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
  260. package/src/shade/renderer/buffer/table/GPUDatabase.js +16 -22
  261. package/src/shade/renderer/buffer/table/gpu_table_element_upload_shader.d.ts.map +1 -1
  262. package/src/shade/renderer/buffer/table/gpu_table_element_upload_shader.js +7 -2
  263. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts.map +1 -1
  264. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +11 -5
  265. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
  266. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +43 -42
  267. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.d.ts.map +1 -1
  268. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.js +83 -84
  269. package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts.map +1 -1
  270. package/src/shade/renderer/deferred/shader_tonemap_HDR.js +4 -1
  271. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.d.ts +2 -2
  272. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.d.ts.map +1 -1
  273. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.js +167 -167
  274. package/src/shade/renderer/dynamic/shader_dynamic_mesh.d.ts.map +1 -1
  275. package/src/shade/renderer/dynamic/shader_dynamic_mesh.js +177 -170
  276. package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +918 -918
  277. package/src/shade/renderer/fow/GPUFogOfWarRenderer.js +3 -3
  278. package/src/shade/renderer/fow/shader_fog_of_war.d.ts.map +1 -1
  279. package/src/shade/renderer/fow/shader_fog_of_war.js +3 -1
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  487. package/src/shade/renderer/rasterize/expand/mesh/shader_mesh_expand_to_meshlets_prefix.js +89 -90
  488. package/src/shade/renderer/rasterize/expand/mesh/shader_meshes_to_meshlet_counts.d.ts.map +1 -1
  489. package/src/shade/renderer/rasterize/expand/mesh/shader_meshes_to_meshlet_counts.js +61 -62
  490. package/src/shade/renderer/rasterize/expand/pass1/filter_meshlets.2-way.compute.d.ts.map +1 -1
  491. package/src/shade/renderer/rasterize/expand/pass1/filter_meshlets.2-way.compute.js +153 -154
  492. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_alpha_tested_pass_descriptor.js +144 -144
  493. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_pass_descriptor.js +88 -88
  494. package/src/shade/renderer/rasterize/native/oit/graph_rasterize_meshes_transparent_oit.js +722 -722
  495. package/src/shade/renderer/rasterize/native/oit/shader_oit_generate_moments.js +217 -217
  496. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments.js +179 -179
  497. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +178 -178
  498. package/src/shade/renderer/rasterize/native/viz/viz_rasterization_alpha_tested_pass_descriptor.js +194 -194
  499. package/src/shade/renderer/rasterize/native/viz/viz_rasterization_opaque_pass_descriptor.js +76 -76
  500. package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.d.ts.map +1 -1
  501. package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.js +1 -9
  502. package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.d.ts.map +1 -1
  503. package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js +1 -6
  504. package/src/shade/renderer/restir/di/graph_restir_di.d.ts.map +1 -1
  505. package/src/shade/renderer/restir/di/graph_restir_di.js +2 -3
  506. package/src/shade/renderer/restir/di/graph_restir_di_denoise.d.ts.map +1 -1
  507. package/src/shade/renderer/restir/di/graph_restir_di_denoise.js +1 -2
  508. package/src/shade/renderer/restir/di/shader_restir_di_denoise.d.ts.map +1 -1
  509. package/src/shade/renderer/restir/di/shader_restir_di_denoise.js +5 -3
  510. package/src/shade/renderer/restir/di/shader_restir_di_resample.d.ts.map +1 -1
  511. package/src/shade/renderer/restir/di/shader_restir_di_resample.js +4 -3
  512. package/src/shade/renderer/restir/di/shader_restir_di_resolve.d.ts.map +1 -1
  513. package/src/shade/renderer/restir/di/shader_restir_di_resolve.js +4 -3
  514. package/src/shade/renderer/restir/di/shader_restir_di_spatial.d.ts.map +1 -1
  515. package/src/shade/renderer/restir/di/shader_restir_di_spatial.js +116 -117
  516. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts.map +1 -1
  517. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.js +3 -7
  518. package/src/shade/renderer/scene/hierarchy/graph_scene_update_transform_hierarchy_naive.js +123 -123
  519. package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.d.ts.map +1 -1
  520. package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.js +64 -65
  521. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.d.ts.map +1 -1
  522. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.js +372 -373
  523. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.d.ts.map +1 -1
  524. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.js +111 -112
  525. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.d.ts.map +1 -1
  526. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.js +147 -145
  527. package/src/shade/renderer/shader/ComputeShader.d.ts +26 -5
  528. package/src/shade/renderer/shader/ComputeShader.d.ts.map +1 -1
  529. package/src/shade/renderer/shader/ComputeShader.js +347 -296
  530. package/src/shade/renderer/shader/ImageShader.js +217 -217
  531. package/src/shade/renderer/shader/ShaderDescriptor.d.ts +5 -0
  532. package/src/shade/renderer/shader/ShaderDescriptor.d.ts.map +1 -1
  533. package/src/shade/renderer/shader/ShaderDescriptor.js +20 -0
  534. package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts +2 -2
  535. package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts.map +1 -1
  536. package/src/shade/renderer/shader/pass/RenderPassDescriptor.js +189 -189
  537. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts.map +1 -1
  538. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.js +3 -1
  539. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts +47 -0
  540. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts.map +1 -0
  541. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.js +448 -0
  542. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  543. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +14 -18
  544. package/src/shade/renderer/shadow/map/csm/graph_csm_setup_cascades.js +3 -3
  545. package/src/shade/renderer/shadow/map/shader/shader_shadowmap_remap_cube_to_octahedral.d.ts.map +1 -1
  546. package/src/shade/renderer/shadow/map/shader/shader_shadowmap_remap_cube_to_octahedral.js +5 -1
  547. package/src/shade/renderer/shadow/ray/shader_shadow_upscale.d.ts.map +1 -1
  548. package/src/shade/renderer/shadow/ray/shader_shadow_upscale.js +3 -1
  549. package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +73 -73
  550. package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.d.ts.map +1 -1
  551. package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.js +151 -148
  552. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.d.ts.map +1 -1
  553. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +6 -4
  554. package/src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.d.ts.map +1 -1
  555. package/src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.js +18 -4
  556. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.d.ts.map +1 -1
  557. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +11 -12
  558. package/src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.d.ts.map +1 -1
  559. package/src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.js +6 -2
  560. package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.d.ts.map +1 -1
  561. package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.js +129 -127
  562. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.d.ts.map +1 -1
  563. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.js +5 -3
  564. package/src/shade/renderer/texture/virtual/VirtualTextureManager.d.ts.map +1 -1
  565. package/src/shade/renderer/texture/virtual/VirtualTextureManager.js +2 -5
  566. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
  567. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +3 -2
  568. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +1 -1
  569. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  570. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +14 -19
  571. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts +3 -2
  572. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
  573. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +3 -2
  574. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts +0 -2
  575. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
  576. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +17 -6
  577. package/src/shade/renderer/water/shader_water.js +246 -246
  578. package/src/shade/vitest.setup.mjs +1 -1
  579. package/src/shade/wgsl/emulator/ComputeShaderEmulator.js +291 -291
  580. package/src/shade/wgsl/validate_wgsl_source.d.ts.map +1 -1
  581. package/src/shade/wgsl/validate_wgsl_source.js +8 -3
  582. package/src/view/minimap/Minimap.d.ts +2 -2
  583. package/src/view/minimap/Minimap.d.ts.map +1 -1
  584. package/src/view/minimap/Minimap.js +225 -225
  585. package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
  586. package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
  587. package/src/view/minimap/dom/MinimapCameraView.js +206 -206
  588. package/src/shade/device/timing/profile/make_profiling_pass_encoder.d.ts +0 -21
  589. package/src/shade/device/timing/profile/make_profiling_pass_encoder.d.ts.map +0 -1
  590. package/src/shade/device/timing/profile/make_profiling_pass_encoder.js +0 -114
  591. package/src/shade/device/timing/profile/parse_workgroup_size.d.ts +0 -20
  592. package/src/shade/device/timing/profile/parse_workgroup_size.d.ts.map +0 -1
  593. package/src/shade/device/timing/profile/parse_workgroup_size.js +0 -43
  594. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts +0 -3
  595. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts.map +0 -1
  596. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
@@ -1,84 +1,83 @@
1
- import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
4
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
- import { ComputeShader } from "../../shader/ComputeShader.js";
6
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
-
8
- /**
9
- * Workgroup size for the per-region stride loop. Each workgroup
10
- * handles one region; threads in the workgroup walk the region's
11
- * words in WORKGROUP_SIZE-stride'd slots, so a region with N words
12
- * takes ceil(N / WORKGROUP_SIZE) iterations per thread.
13
- */
14
- export const BUFFER_INTRA_COPY_WORKGROUP_SIZE = 64;
15
-
16
- /**
17
- * One copy job: source and destination regions inside the same buffer.
18
- * Offsets and lengths are in `u32` words (not bytes). The shader does
19
- * not validate non-overlap — the caller is responsible.
20
- */
21
- export const BUFFER_INTRA_COPY_REGION_STRUCT = WebGPUStruct.from({
22
- src_offset: u32,
23
- dst_offset: u32,
24
- word_count: u32,
25
- }, "BufferIntraCopyRegion");
26
-
27
- const resources = new ShaderResourceSetDescriptor();
28
- resources.createGroup()
29
- .addStorageBuffer('buffer', WebGPUArray.from(u32), true)
30
- .addStorageBuffer('regions', WebGPUArray.from(BUFFER_INTRA_COPY_REGION_STRUCT), false);
31
-
32
- // One workgroup per region, dispatch over the regions list. Threads
33
- // stride-loop over the region's words. WebGPU rejects same-buffer
34
- // `copyBufferToBuffer` even with non-overlapping ranges, which is why
35
- // we go via a compute shader for intra-buffer relocation. A single
36
- // `read_write` binding sidesteps the read+write-on-same-binding
37
- // resource conflict that would prevent binding the buffer twice with
38
- // different access modes.
39
- const body = CodeChunk.from(
40
- //language=WGSL
41
- `
42
- @compute @workgroup_size(${BUFFER_INTRA_COPY_WORKGROUP_SIZE},1,1)
43
- fn main(
44
- @builtin(workgroup_id) wg_id: vec3<u32>,
45
- @builtin(local_invocation_index) local_id: u32,
46
- ) {
47
- let region = regions[wg_id.x];
48
-
49
- var i: u32 = local_id;
50
- loop {
51
- if(i >= region.word_count) { break; }
52
-
53
- buffer[region.dst_offset + i] = buffer[region.src_offset + i];
54
-
55
- i = i + ${BUFFER_INTRA_COPY_WORKGROUP_SIZE}u;
56
- }
57
- }
58
- `);
59
-
60
- /**
61
- * Compute-shader memcpy across regions of a single storage buffer.
62
- * One workgroup per region; threads in the workgroup stride-loop
63
- * over the region's `word_count` u32 words.
64
- *
65
- * Why a compute shader rather than `copyBufferToBuffer`: WebGPU
66
- * forbids `copyBufferToBuffer` from passing the same buffer as both
67
- * source and destination, even when the byte ranges don't overlap —
68
- * the validation check is buffer-identity, not range-overlap. The
69
- * compute path sidesteps that by binding the buffer once as
70
- * `read_write` storage and reading + writing through the same
71
- * binding.
72
- *
73
- * Caller responsibility: the regions table must list non-overlapping
74
- * (src, dst) ranges. The shader does no overlap checks.
75
- *
76
- * Dispatch: one workgroup per entry in `regions`, i.e.
77
- * `group_count_x = region_count`. Skip when `region_count === 0`.
78
- */
79
- export const shader_buffer_intra_copy_regions = ComputeShader.from({
80
- label: "Copy GPU Buffer/ Intra-buffer regions",
81
- body,
82
- resources,
83
- group_size: [BUFFER_INTRA_COPY_WORKGROUP_SIZE, 1, 1],
84
- });
1
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../../shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
+
8
+ /**
9
+ * Workgroup size for the per-region stride loop. Each workgroup
10
+ * handles one region; threads in the workgroup walk the region's
11
+ * words in WORKGROUP_SIZE-stride'd slots, so a region with N words
12
+ * takes ceil(N / WORKGROUP_SIZE) iterations per thread.
13
+ */
14
+ export const BUFFER_INTRA_COPY_WORKGROUP_SIZE = 64;
15
+
16
+ /**
17
+ * One copy job: source and destination regions inside the same buffer.
18
+ * Offsets and lengths are in `u32` words (not bytes). The shader does
19
+ * not validate non-overlap — the caller is responsible.
20
+ */
21
+ export const BUFFER_INTRA_COPY_REGION_STRUCT = WebGPUStruct.from({
22
+ src_offset: u32,
23
+ dst_offset: u32,
24
+ word_count: u32,
25
+ }, "BufferIntraCopyRegion");
26
+
27
+ const resources = new ShaderResourceSetDescriptor();
28
+ resources.createGroup()
29
+ .addStorageBuffer('buffer', WebGPUArray.from(u32), true)
30
+ .addStorageBuffer('regions', WebGPUArray.from(BUFFER_INTRA_COPY_REGION_STRUCT), false);
31
+
32
+ // One workgroup per region, dispatch over the regions list. Threads
33
+ // stride-loop over the region's words. WebGPU rejects same-buffer
34
+ // `copyBufferToBuffer` even with non-overlapping ranges, which is why
35
+ // we go via a compute shader for intra-buffer relocation. A single
36
+ // `read_write` binding sidesteps the read+write-on-same-binding
37
+ // resource conflict that would prevent binding the buffer twice with
38
+ // different access modes.
39
+ const body = CodeChunk.from(
40
+ //language=WGSL
41
+ `
42
+ @compute @workgroup_size(${BUFFER_INTRA_COPY_WORKGROUP_SIZE},1,1)
43
+ fn main(
44
+ @builtin(workgroup_id) wg_id: vec3<u32>,
45
+ @builtin(local_invocation_index) local_id: u32,
46
+ ) {
47
+ let region = regions[wg_id.x];
48
+
49
+ var i: u32 = local_id;
50
+ loop {
51
+ if(i >= region.word_count) { break; }
52
+
53
+ buffer[region.dst_offset + i] = buffer[region.src_offset + i];
54
+
55
+ i = i + ${BUFFER_INTRA_COPY_WORKGROUP_SIZE}u;
56
+ }
57
+ }
58
+ `);
59
+
60
+ /**
61
+ * Compute-shader memcpy across regions of a single storage buffer.
62
+ * One workgroup per region; threads in the workgroup stride-loop
63
+ * over the region's `word_count` u32 words.
64
+ *
65
+ * Why a compute shader rather than `copyBufferToBuffer`: WebGPU
66
+ * forbids `copyBufferToBuffer` from passing the same buffer as both
67
+ * source and destination, even when the byte ranges don't overlap —
68
+ * the validation check is buffer-identity, not range-overlap. The
69
+ * compute path sidesteps that by binding the buffer once as
70
+ * `read_write` storage and reading + writing through the same
71
+ * binding.
72
+ *
73
+ * Caller responsibility: the regions table must list non-overlapping
74
+ * (src, dst) ranges. The shader does no overlap checks.
75
+ *
76
+ * Dispatch: one workgroup per entry in `regions`, i.e.
77
+ * `group_count_x = region_count`. Skip when `region_count === 0`.
78
+ */
79
+ export const shader_buffer_intra_copy_regions = ComputeShader.from({
80
+ label: "Copy GPU Buffer/ Intra-buffer regions",
81
+ body,
82
+ resources,
83
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_tonemap_HDR.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_tonemap_HDR.js"],"names":[],"mappings":"AA2DA,6CAYG;4BA/DyB,0BAA0B"}
1
+ {"version":3,"file":"shader_tonemap_HDR.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_tonemap_HDR.js"],"names":[],"mappings":"AA8DA,6CAYG;4BAlEyB,0BAA0B"}
@@ -16,9 +16,12 @@ const SETTINGS_STRUCT = WebGPUStruct.from({
16
16
  });
17
17
 
18
18
  const resources = new ShaderResourceSetDescriptor();
19
+
20
+ // per-pass, eight bytes, read-only: immediate data rather than a uniform buffer. exposure stays
21
+ // bound - it is computed on the GPU, so there is no CPU value to write.
22
+ resources.setImmediate("settings", SETTINGS_STRUCT);
19
23
  resources.createGroup()
20
24
  .addTexture("input_color", "float")
21
- .addUniform("settings", SETTINGS_STRUCT)
22
25
  .addUniform("exposure", F32_CONTAINER_STRUCT)
23
26
 
24
27
  const body = CodeChunk.from(
@@ -42,12 +42,12 @@ export class GPUDynamicMeshResidency {
42
42
  */
43
43
  create_bindings(encoder: ShadeGPUCommandContext, mesh: DynamicMesh, camera: GPUBuffer): any[];
44
44
  /**
45
- * @param {GPURenderPassEncoder} render_pass
45
+ * @param {ShadeGPURenderPassEncoder} render_pass
46
46
  * @param {GraphicsContext} graphics
47
47
  * @param {RenderPipelineDescriptor} pipeline
48
48
  * @param {Array} bindings from {@link create_bindings}
49
49
  */
50
- draw(render_pass: GPURenderPassEncoder, graphics: GraphicsContext, pipeline: RenderPipelineDescriptor, bindings: any[]): void;
50
+ draw(render_pass: ShadeGPURenderPassEncoder, graphics: GraphicsContext, pipeline: RenderPipelineDescriptor, bindings: any[]): void;
51
51
  destroy(): void;
52
52
  #private;
53
53
  }
@@ -1 +1 @@
1
- {"version":3,"file":"GPUDynamicMeshResidency.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/GPUDynamicMeshResidency.js"],"names":[],"mappings":"AAwBA;;;;;GAKG;AACH;IAuBI;;;;OAIG;IACH,aAFU,MAAM,CAEA;IAEhB;;;;OAIG;IACH,SAFU,MAAM,CAEH;IAEb;;;;;OAKG;IACH,kCAJW,YAAY,sBACZ,MAAM,WACN,WAAW,QAoCrB;IAED;;;;;;;;;;;;;;;OAeG;IACH,8FAYC;IAED;;;;;OAKG;IACH,8HAIC;IAED,gBAcC;;CACJ"}
1
+ {"version":3,"file":"GPUDynamicMeshResidency.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/GPUDynamicMeshResidency.js"],"names":[],"mappings":"AAwBA;;;;;GAKG;AACH;IAuBI;;;;OAIG;IACH,aAFU,MAAM,CAEA;IAEhB;;;;OAIG;IACH,SAFU,MAAM,CAEH;IAEb;;;;;OAKG;IACH,kCAJW,YAAY,sBACZ,MAAM,WACN,WAAW,QAoCrB;IAED;;;;;;;;;;;;;;;OAeG;IACH,8FAYC;IAED;;;;;OAKG;IACH,mIAIC;IAED,gBAcC;;CACJ"}
@@ -1,167 +1,167 @@
1
- import { round_up } from "../../../core/math/round_up.js";
2
- import { DYNAMIC_MESH_DRAW_STRUCT, DYNAMIC_MESH_RESOURCES } from "./shader_dynamic_mesh.js";
3
-
4
- /**
5
- * Growth factor for the vertex and index buffers.
6
- *
7
- * Dynamic geometry changes size constantly — a trail lengthens as it is emitted and shortens as it
8
- * expires — so buffers are grown with headroom and never shrunk. Sizing exactly would mean
9
- * reallocating on almost every frame for content whose whole purpose is to change.
10
- *
11
- * @type {number}
12
- */
13
- const GROWTH_FACTOR = 1.5;
14
-
15
- /**
16
- * Storage buffers are bound by size, and a binding's size has to be a multiple of 4 — so a grown
17
- * capacity is rounded up rather than taken as the growth factor leaves it. Without this, a buffer
18
- * whose contents happen to land on the wrong number of bytes is rejected at bind time: 36 bytes of
19
- * indices grown by 1.5 gives 54, which is not a legal binding size.
20
- *
21
- * @type {number}
22
- */
23
- const BUFFER_SIZE_ALIGNMENT = 4;
24
-
25
- /**
26
- * What one {@link Geometry} owns on the GPU while it is being drawn by the dynamic path.
27
- *
28
- * Keyed on the geometry rather than on the mesh or on batch membership, so an effect that is hidden
29
- * for a frame, or removed and re-added, does not pay for its buffers again.
30
- */
31
- export class GPUDynamicMeshResidency {
32
- /**
33
- * Interleaved vertices, laid out per {@link DYNAMIC_MESH_VERTEX_STRIDE}.
34
- *
35
- * @type {GPUBuffer|null}
36
- */
37
- #vertices = null;
38
-
39
- /**
40
- * @type {number} capacity in bytes
41
- */
42
- #vertices_capacity = 0;
43
-
44
- /**
45
- * @type {GPUBuffer|null}
46
- */
47
- #indices = null;
48
-
49
- /**
50
- * @type {number} capacity in bytes
51
- */
52
- #indices_capacity = 0;
53
-
54
- /**
55
- * How many indices to draw — the count from the last upload, not the buffer's capacity.
56
- *
57
- * @type {number}
58
- */
59
- index_count = 0;
60
-
61
- /**
62
- * The {@link Geometry.version} this was uploaded from.
63
- *
64
- * @type {number}
65
- */
66
- version = -1;
67
-
68
- /**
69
- * @param {GPUDevice} device
70
- * @param {Float32Array} staging interleaved vertices, valid up to `vertex_float_count`
71
- * @param {number} vertex_float_count
72
- * @param {Uint32Array} indices
73
- */
74
- write(device, staging, vertex_float_count, indices) {
75
- const vertex_bytes = vertex_float_count * 4;
76
- const index_bytes = indices.length * 4;
77
-
78
- if (this.#vertices_capacity < vertex_bytes) {
79
- if (this.#vertices !== null) {
80
- this.#vertices.destroy();
81
- }
82
-
83
- this.#vertices_capacity = round_up(Math.ceil(vertex_bytes * GROWTH_FACTOR), BUFFER_SIZE_ALIGNMENT);
84
- this.#vertices = device.createBuffer({
85
- size: this.#vertices_capacity,
86
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
87
- label: "DynamicMesh/vertices",
88
- });
89
- }
90
-
91
- if (this.#indices_capacity < index_bytes) {
92
- if (this.#indices !== null) {
93
- this.#indices.destroy();
94
- }
95
-
96
- this.#indices_capacity = round_up(Math.ceil(index_bytes * GROWTH_FACTOR), BUFFER_SIZE_ALIGNMENT);
97
- this.#indices = device.createBuffer({
98
- size: this.#indices_capacity,
99
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
100
- label: "DynamicMesh/indices",
101
- });
102
- }
103
-
104
- device.queue.writeBuffer(this.#vertices, 0, staging.buffer, staging.byteOffset, vertex_bytes);
105
- device.queue.writeBuffer(this.#indices, 0, indices.buffer, indices.byteOffset, index_bytes);
106
-
107
- this.index_count = indices.length;
108
- }
109
-
110
- /**
111
- * Build this mesh's bind groups for the frame.
112
- *
113
- * **Must be called before the render pass is opened.** The per-draw constants are staged through
114
- * a transient buffer, and staging records a copy onto the command encoder — which WebGPU locks
115
- * for as long as a pass is open on it. Doing this lazily at draw time is the obvious shape and
116
- * an invalid one.
117
- *
118
- * The constants are transient because one mesh is one draw and its transform and colour are
119
- * expected to differ every frame, so there is nothing worth keeping between them.
120
- *
121
- * @param {ShadeGPUCommandContext} encoder
122
- * @param {DynamicMesh} mesh
123
- * @param {GPUBuffer} camera
124
- * @returns {Array} bind groups, for {@link draw}
125
- */
126
- create_bindings(encoder, mesh, camera) {
127
- const draw_buffer = encoder.allocateTransientValueBuffer(DYNAMIC_MESH_DRAW_STRUCT, {
128
- model: mesh.transform_global,
129
- color: mesh.color,
130
- });
131
-
132
- return DYNAMIC_MESH_RESOURCES.generateBindings({
133
- camera,
134
- draw: draw_buffer,
135
- vertices: this.#vertices,
136
- indices: this.#indices,
137
- }, encoder);
138
- }
139
-
140
- /**
141
- * @param {GPURenderPassEncoder} render_pass
142
- * @param {GraphicsContext} graphics
143
- * @param {RenderPipelineDescriptor} pipeline
144
- * @param {Array} bindings from {@link create_bindings}
145
- */
146
- draw(render_pass, graphics, pipeline, bindings) {
147
- graphics.setPipelineBindings(render_pass, pipeline, bindings);
148
-
149
- render_pass.draw(this.index_count);
150
- }
151
-
152
- destroy() {
153
- if (this.#vertices !== null) {
154
- this.#vertices.destroy();
155
- this.#vertices = null;
156
- }
157
-
158
- if (this.#indices !== null) {
159
- this.#indices.destroy();
160
- this.#indices = null;
161
- }
162
-
163
- this.#vertices_capacity = 0;
164
- this.#indices_capacity = 0;
165
- this.index_count = 0;
166
- }
167
- }
1
+ import { round_up } from "../../../core/math/round_up.js";
2
+ import { DYNAMIC_MESH_DRAW_STRUCT, DYNAMIC_MESH_RESOURCES } from "./shader_dynamic_mesh.js";
3
+
4
+ /**
5
+ * Growth factor for the vertex and index buffers.
6
+ *
7
+ * Dynamic geometry changes size constantly — a trail lengthens as it is emitted and shortens as it
8
+ * expires — so buffers are grown with headroom and never shrunk. Sizing exactly would mean
9
+ * reallocating on almost every frame for content whose whole purpose is to change.
10
+ *
11
+ * @type {number}
12
+ */
13
+ const GROWTH_FACTOR = 1.5;
14
+
15
+ /**
16
+ * Storage buffers are bound by size, and a binding's size has to be a multiple of 4 — so a grown
17
+ * capacity is rounded up rather than taken as the growth factor leaves it. Without this, a buffer
18
+ * whose contents happen to land on the wrong number of bytes is rejected at bind time: 36 bytes of
19
+ * indices grown by 1.5 gives 54, which is not a legal binding size.
20
+ *
21
+ * @type {number}
22
+ */
23
+ const BUFFER_SIZE_ALIGNMENT = 4;
24
+
25
+ /**
26
+ * What one {@link Geometry} owns on the GPU while it is being drawn by the dynamic path.
27
+ *
28
+ * Keyed on the geometry rather than on the mesh or on batch membership, so an effect that is hidden
29
+ * for a frame, or removed and re-added, does not pay for its buffers again.
30
+ */
31
+ export class GPUDynamicMeshResidency {
32
+ /**
33
+ * Interleaved vertices, laid out per {@link DYNAMIC_MESH_VERTEX_STRIDE}.
34
+ *
35
+ * @type {GPUBuffer|null}
36
+ */
37
+ #vertices = null;
38
+
39
+ /**
40
+ * @type {number} capacity in bytes
41
+ */
42
+ #vertices_capacity = 0;
43
+
44
+ /**
45
+ * @type {GPUBuffer|null}
46
+ */
47
+ #indices = null;
48
+
49
+ /**
50
+ * @type {number} capacity in bytes
51
+ */
52
+ #indices_capacity = 0;
53
+
54
+ /**
55
+ * How many indices to draw — the count from the last upload, not the buffer's capacity.
56
+ *
57
+ * @type {number}
58
+ */
59
+ index_count = 0;
60
+
61
+ /**
62
+ * The {@link Geometry.version} this was uploaded from.
63
+ *
64
+ * @type {number}
65
+ */
66
+ version = -1;
67
+
68
+ /**
69
+ * @param {GPUDevice} device
70
+ * @param {Float32Array} staging interleaved vertices, valid up to `vertex_float_count`
71
+ * @param {number} vertex_float_count
72
+ * @param {Uint32Array} indices
73
+ */
74
+ write(device, staging, vertex_float_count, indices) {
75
+ const vertex_bytes = vertex_float_count * 4;
76
+ const index_bytes = indices.length * 4;
77
+
78
+ if (this.#vertices_capacity < vertex_bytes) {
79
+ if (this.#vertices !== null) {
80
+ this.#vertices.destroy();
81
+ }
82
+
83
+ this.#vertices_capacity = round_up(Math.ceil(vertex_bytes * GROWTH_FACTOR), BUFFER_SIZE_ALIGNMENT);
84
+ this.#vertices = device.createBuffer({
85
+ size: this.#vertices_capacity,
86
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
87
+ label: "DynamicMesh/vertices",
88
+ });
89
+ }
90
+
91
+ if (this.#indices_capacity < index_bytes) {
92
+ if (this.#indices !== null) {
93
+ this.#indices.destroy();
94
+ }
95
+
96
+ this.#indices_capacity = round_up(Math.ceil(index_bytes * GROWTH_FACTOR), BUFFER_SIZE_ALIGNMENT);
97
+ this.#indices = device.createBuffer({
98
+ size: this.#indices_capacity,
99
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
100
+ label: "DynamicMesh/indices",
101
+ });
102
+ }
103
+
104
+ device.queue.writeBuffer(this.#vertices, 0, staging.buffer, staging.byteOffset, vertex_bytes);
105
+ device.queue.writeBuffer(this.#indices, 0, indices.buffer, indices.byteOffset, index_bytes);
106
+
107
+ this.index_count = indices.length;
108
+ }
109
+
110
+ /**
111
+ * Build this mesh's bind groups for the frame.
112
+ *
113
+ * **Must be called before the render pass is opened.** The per-draw constants are staged through
114
+ * a transient buffer, and staging records a copy onto the command encoder — which WebGPU locks
115
+ * for as long as a pass is open on it. Doing this lazily at draw time is the obvious shape and
116
+ * an invalid one.
117
+ *
118
+ * The constants are transient because one mesh is one draw and its transform and colour are
119
+ * expected to differ every frame, so there is nothing worth keeping between them.
120
+ *
121
+ * @param {ShadeGPUCommandContext} encoder
122
+ * @param {DynamicMesh} mesh
123
+ * @param {GPUBuffer} camera
124
+ * @returns {Array} bind groups, for {@link draw}
125
+ */
126
+ create_bindings(encoder, mesh, camera) {
127
+ const draw_buffer = encoder.allocateTransientValueBuffer(DYNAMIC_MESH_DRAW_STRUCT, {
128
+ model: mesh.transform_global,
129
+ color: mesh.color,
130
+ });
131
+
132
+ return DYNAMIC_MESH_RESOURCES.generateBindings({
133
+ camera,
134
+ draw: draw_buffer,
135
+ vertices: this.#vertices,
136
+ indices: this.#indices,
137
+ }, encoder);
138
+ }
139
+
140
+ /**
141
+ * @param {ShadeGPURenderPassEncoder} render_pass
142
+ * @param {GraphicsContext} graphics
143
+ * @param {RenderPipelineDescriptor} pipeline
144
+ * @param {Array} bindings from {@link create_bindings}
145
+ */
146
+ draw(render_pass, graphics, pipeline, bindings) {
147
+ graphics.setPipelineBindings(render_pass, pipeline, bindings);
148
+
149
+ render_pass.draw(this.index_count);
150
+ }
151
+
152
+ destroy() {
153
+ if (this.#vertices !== null) {
154
+ this.#vertices.destroy();
155
+ this.#vertices = null;
156
+ }
157
+
158
+ if (this.#indices !== null) {
159
+ this.#indices.destroy();
160
+ this.#indices = null;
161
+ }
162
+
163
+ this.#vertices_capacity = 0;
164
+ this.#indices_capacity = 0;
165
+ this.index_count = 0;
166
+ }
167
+ }
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"shader_dynamic_mesh.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/shader_dynamic_mesh.js"],"names":[],"mappings":"AAoHA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH;IAN4B,YAAY,GAA7B,MAAM;IACW,YAAY,GAA7B,MAAM;IACuB,aAAa;IACxB,MAAM,GAAxB,OAAO;IACL,wBAAwB,CAgCpC;AAzJD;;;GAGG;AACH,oDAY6B;AA2I7B;;;;GAIG;AACH,qCAFU,2BAA2B,CAEW;yCA9KP,8DAA8D;6BAO1E,gCAAgC;4CAJjB,mDAAmD"}