@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.
- package/README.md +14 -18
- package/editor/SelectionVisualizer.js +127 -127
- package/editor/entity_world_bounds.js +27 -27
- package/editor/particles/rebuildParticleEmitter.js +31 -31
- package/editor/process/SymbolicDisplayProcess.js +1 -1
- package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
- package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
- package/editor/prototypeEditorShell.js +156 -156
- package/editor/selection/editor_pick.js +130 -130
- package/editor/selection/screen_rect_frustum.js +119 -119
- package/editor/tools/v2/TransformControls.js +971 -971
- package/package.json +1 -1
- package/src/engine/Engine.d.ts +3 -3
- package/src/engine/Engine.d.ts.map +1 -1
- package/src/engine/Engine.js +726 -726
- package/src/engine/EngineHarness.d.ts +1 -1
- package/src/engine/EngineHarness.js +590 -590
- package/src/engine/ecs/HIERARCHY_REVIEW.md +717 -717
- package/src/engine/ecs/terrain/ecs/BuildLightTexture.d.ts +1 -1
- package/src/engine/ecs/terrain/ecs/BuildLightTexture.js +27 -27
- package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -5
- package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
- package/src/engine/ecs/terrain/ecs/Terrain.js +790 -790
- package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -129
- package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +1 -1
- package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -28
- package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +1 -1
- package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +428 -428
- package/src/engine/graphics/ecs/water/Water.d.ts +1 -1
- package/src/engine/graphics/ecs/water/Water.js +104 -104
- package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +1 -1
- package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1 -1
- package/src/engine/graphics3/AnimationGraphSystem.d.ts +65 -0
- package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -0
- package/src/engine/graphics3/AnimationGraphSystem.js +329 -0
- package/src/engine/graphics3/AnimationGraphSystem3.d.ts +6 -61
- package/src/engine/graphics3/AnimationGraphSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/AnimationGraphSystem3.js +6 -325
- package/src/engine/graphics3/AnimationSystem.d.ts +76 -0
- package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -0
- package/src/engine/graphics3/AnimationSystem.js +352 -0
- package/src/engine/graphics3/AnimationSystem3.d.ts +6 -72
- package/src/engine/graphics3/AnimationSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/AnimationSystem3.js +6 -348
- package/src/engine/graphics3/CameraSystem.d.ts +49 -0
- package/src/engine/graphics3/CameraSystem.d.ts.map +1 -0
- package/src/engine/graphics3/CameraSystem.js +170 -0
- package/src/engine/graphics3/CameraSystem3.d.ts +6 -45
- package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/CameraSystem3.js +6 -166
- package/src/engine/graphics3/DebugDrawSystem.d.ts +72 -0
- package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -0
- package/src/engine/graphics3/DebugDrawSystem.js +205 -0
- package/src/engine/graphics3/DebugDrawSystem3.d.ts +6 -68
- package/src/engine/graphics3/DebugDrawSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/DebugDrawSystem3.js +6 -201
- package/src/engine/graphics3/DecalSystem.d.ts +81 -0
- package/src/engine/graphics3/DecalSystem.d.ts.map +1 -0
- package/src/engine/graphics3/DecalSystem.js +441 -0
- package/src/engine/graphics3/DecalSystem3.d.ts +6 -77
- package/src/engine/graphics3/DecalSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/DecalSystem3.js +6 -437
- package/src/engine/graphics3/FogOfWarSystem.d.ts +74 -0
- package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -0
- package/src/engine/graphics3/FogOfWarSystem.js +265 -0
- package/src/engine/graphics3/FogOfWarSystem3.d.ts +6 -70
- package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/FogOfWarSystem3.js +6 -261
- package/src/engine/graphics3/GraphicsEngine.d.ts +340 -0
- package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -0
- package/src/engine/graphics3/GraphicsEngine.js +790 -0
- package/src/engine/graphics3/GraphicsEngine3.d.ts +6 -336
- package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
- package/src/engine/graphics3/GraphicsEngine3.js +6 -786
- package/src/engine/graphics3/HighlightSystem.d.ts +82 -0
- package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -0
- package/src/engine/graphics3/HighlightSystem.js +241 -0
- package/src/engine/graphics3/HighlightSystem3.d.ts +6 -78
- package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/HighlightSystem3.js +6 -237
- package/src/engine/graphics3/LightSystem.d.ts +40 -0
- package/src/engine/graphics3/LightSystem.d.ts.map +1 -0
- package/src/engine/graphics3/LightSystem.js +211 -0
- package/src/engine/graphics3/LightSystem3.d.ts +6 -36
- package/src/engine/graphics3/LightSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/LightSystem3.js +6 -207
- package/src/engine/graphics3/MeshSystem.d.ts +106 -0
- package/src/engine/graphics3/MeshSystem.d.ts.map +1 -0
- package/src/engine/graphics3/MeshSystem.js +647 -0
- package/src/engine/graphics3/MeshSystem3.d.ts +6 -102
- package/src/engine/graphics3/MeshSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/MeshSystem3.js +6 -642
- package/src/engine/graphics3/ParticipatingMedia.d.ts +2 -2
- package/src/engine/graphics3/ParticipatingMedia.js +203 -203
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +87 -0
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -0
- package/src/engine/graphics3/ParticipatingMediaSystem.js +184 -0
- package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +6 -83
- package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMediaSystem3.js +6 -180
- package/src/engine/graphics3/ParticleEmitterSystem.d.ts +76 -0
- package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -0
- package/src/engine/graphics3/ParticleEmitterSystem.js +289 -0
- package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +6 -72
- package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/ParticleEmitterSystem3.js +6 -285
- package/src/engine/graphics3/PathDisplaySystem.d.ts +70 -0
- package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -0
- package/src/engine/graphics3/PathDisplaySystem.js +309 -0
- package/src/engine/graphics3/PathDisplaySystem3.d.ts +6 -66
- package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +1 -1
- package/src/engine/graphics3/PathDisplaySystem3.js +6 -305
- package/src/engine/graphics3/Pickable.d.ts +1 -1
- package/src/engine/graphics3/Pickable.js +65 -65
- package/src/engine/graphics3/PickingQuery.d.ts +1 -1
- package/src/engine/graphics3/PickingQuery.js +48 -48
- package/src/engine/graphics3/PickingSystem.d.ts +67 -0
- package/src/engine/graphics3/PickingSystem.d.ts.map +1 -0
- package/src/engine/graphics3/PickingSystem.js +273 -0
- package/src/engine/graphics3/PickingSystem3.d.ts +6 -63
- package/src/engine/graphics3/PickingSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/PickingSystem3.js +6 -269
- package/src/engine/graphics3/ShadedGeometrySystem.d.ts +47 -0
- package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -0
- package/src/engine/graphics3/ShadedGeometrySystem.js +169 -0
- package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +6 -43
- package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +1 -1
- package/src/engine/graphics3/ShadedGeometrySystem3.js +6 -165
- package/src/engine/graphics3/TerrainSystem.d.ts +80 -0
- package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -0
- package/src/engine/graphics3/TerrainSystem.js +566 -0
- package/src/engine/graphics3/TerrainSystem3.d.ts +6 -76
- package/src/engine/graphics3/TerrainSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/TerrainSystem3.js +6 -562
- package/src/engine/graphics3/TooltipComponentSystem.d.ts +65 -0
- package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -0
- package/src/engine/graphics3/TooltipComponentSystem.js +328 -0
- package/src/engine/graphics3/TooltipComponentSystem3.d.ts +6 -61
- package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/TooltipComponentSystem3.js +6 -324
- package/src/engine/graphics3/Trail3DSystem.d.ts +73 -0
- package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -0
- package/src/engine/graphics3/Trail3DSystem.js +221 -0
- package/src/engine/graphics3/Trail3DSystem3.d.ts +6 -69
- package/src/engine/graphics3/Trail3DSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/Trail3DSystem3.js +6 -217
- package/src/engine/graphics3/VolumetricLightMap.d.ts +2 -2
- package/src/engine/graphics3/VolumetricLightMap.js +2 -2
- package/src/engine/graphics3/VolumetricLightMapSystem.d.ts +98 -0
- package/src/engine/graphics3/VolumetricLightMapSystem.d.ts.map +1 -0
- package/src/engine/graphics3/VolumetricLightMapSystem.js +261 -0
- package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +6 -94
- package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/VolumetricLightMapSystem3.js +10 -261
- package/src/engine/graphics3/WaterSystem.d.ts +59 -0
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -0
- package/src/engine/graphics3/WaterSystem.js +293 -0
- package/src/engine/graphics3/WaterSystem3.d.ts +6 -55
- package/src/engine/graphics3/WaterSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem3.js +6 -289
- package/src/engine/graphics3/animation/AnimationGraphController.d.ts +1 -1
- package/src/engine/graphics3/animation/AnimationGraphController.js +518 -518
- package/src/engine/graphics3/animation/ClipListPlayer.d.ts +1 -1
- package/src/engine/graphics3/animation/ClipListPlayer.js +263 -263
- package/src/engine/graphics3/animation/ClipPlayback.d.ts +2 -2
- package/src/engine/graphics3/animation/ClipPlayback.js +84 -84
- package/src/engine/graphics3/decal/GPUDecalRenderer.js +3 -3
- package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
- package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
- package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
- package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
- package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
- package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
- package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_decal_composite.js +4 -2
- package/src/engine/graphics3/highlight/GPUHighlightRenderer.d.ts.map +1 -1
- package/src/engine/graphics3/highlight/GPUHighlightRenderer.js +2 -3
- package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
- package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
- package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
- package/src/engine/graphics3/highlight/shader_highlight_outline.js +150 -150
- package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
- package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
- package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
- package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
- package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
- package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
- package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
- package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
- package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
- package/src/shade/RENDERER_CONTRACT.md +2 -1
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts +18 -0
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts.map +1 -1
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.js +73 -0
- package/src/shade/device/PASS_ENCODER_PROPOSAL_2026_08_31.md +750 -0
- package/src/shade/device/ShadeGPUCommandContext.d.ts +10 -16
- package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
- package/src/shade/device/ShadeGPUCommandContext.js +801 -994
- package/src/shade/device/pass/ShadeGPUComputePassEncoder.d.ts +107 -0
- package/src/shade/device/pass/ShadeGPUComputePassEncoder.d.ts.map +1 -0
- package/src/shade/device/pass/ShadeGPUComputePassEncoder.js +222 -0
- package/src/shade/device/pass/ShadeGPURenderPassEncoder.d.ts +168 -0
- package/src/shade/device/pass/ShadeGPURenderPassEncoder.d.ts.map +1 -0
- package/src/shade/device/pass/ShadeGPURenderPassEncoder.js +317 -0
- package/src/shade/device/timing/GPUTimerArray.d.ts +4 -9
- package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
- package/src/shade/device/timing/GPUTimerArray.js +261 -289
- package/src/shade/device/timing/GPU_PROFILER_PROPOSAL_2026_08_28.md +20 -2
- package/src/shade/device/timing/ShadeGPUContextProfiler.d.ts +59 -0
- package/src/shade/device/timing/ShadeGPUContextProfiler.d.ts.map +1 -0
- package/src/shade/device/timing/ShadeGPUContextProfiler.js +182 -0
- package/src/shade/device/timing/profile/GPUProfileSession.d.ts +4 -4
- package/src/shade/device/timing/profile/GPUProfileSession.js +4 -4
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +3 -2
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +3 -2
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +135 -134
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
- package/src/shade/renderer/Renderer.d.ts +0 -6
- package/src/shade/renderer/Renderer.d.ts.map +1 -1
- package/src/shade/renderer/Renderer.js +0 -29
- package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
- package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
- package/src/shade/renderer/animation/GPUAnimationManager.js +1 -3
- package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
- package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
- package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
- package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
- package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
- package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_tick.js +4 -2
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +8 -18
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +3 -2
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +4 -2
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +24 -10
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +3 -2
- package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +5 -2
- package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
- package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +0 -1
- package/src/shade/renderer/atmosphere/shader_transmittance_lut.js +3 -3
- package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +136 -136
- package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
- package/src/shade/renderer/buffer/table/GPUDatabase.js +16 -22
- package/src/shade/renderer/buffer/table/gpu_table_element_upload_shader.d.ts.map +1 -1
- package/src/shade/renderer/buffer/table/gpu_table_element_upload_shader.js +7 -2
- package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts.map +1 -1
- package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +11 -5
- package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
- package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +43 -42
- package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.d.ts.map +1 -1
- package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.js +83 -84
- package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts.map +1 -1
- package/src/shade/renderer/deferred/shader_tonemap_HDR.js +4 -1
- package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.d.ts +2 -2
- package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.js +167 -167
- package/src/shade/renderer/dynamic/shader_dynamic_mesh.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/shader_dynamic_mesh.js +177 -170
- package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +918 -918
- package/src/shade/renderer/fow/GPUFogOfWarRenderer.js +3 -3
- package/src/shade/renderer/fow/shader_fog_of_war.d.ts.map +1 -1
- package/src/shade/renderer/fow/shader_fog_of_war.js +3 -1
- package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -102
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -1
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +5 -2
- package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.js +3 -11
- package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts +1 -1
- package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts.map +1 -1
- package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.js +6 -4
- package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +5 -10
- package/src/shade/renderer/geometry/sdf/shader_build_sdf.js +129 -129
- package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.js +5 -3
- package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.js +4 -1
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- package/src/shade/renderer/restir/di/shader_restir_di_resolve.d.ts.map +1 -1
- package/src/shade/renderer/restir/di/shader_restir_di_resolve.js +4 -3
- package/src/shade/renderer/restir/di/shader_restir_di_spatial.d.ts.map +1 -1
- package/src/shade/renderer/restir/di/shader_restir_di_spatial.js +116 -117
- package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts.map +1 -1
- package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.js +3 -7
- package/src/shade/renderer/scene/hierarchy/graph_scene_update_transform_hierarchy_naive.js +123 -123
- package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.d.ts.map +1 -1
- package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.js +64 -65
- package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.d.ts.map +1 -1
- package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.js +372 -373
- package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.d.ts.map +1 -1
- package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.js +111 -112
- package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.d.ts.map +1 -1
- package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.js +147 -145
- package/src/shade/renderer/shader/ComputeShader.d.ts +26 -5
- package/src/shade/renderer/shader/ComputeShader.d.ts.map +1 -1
- package/src/shade/renderer/shader/ComputeShader.js +347 -296
- package/src/shade/renderer/shader/ImageShader.js +217 -217
- package/src/shade/renderer/shader/ShaderDescriptor.d.ts +5 -0
- package/src/shade/renderer/shader/ShaderDescriptor.d.ts.map +1 -1
- package/src/shade/renderer/shader/ShaderDescriptor.js +20 -0
- package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts +2 -2
- package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts.map +1 -1
- package/src/shade/renderer/shader/pass/RenderPassDescriptor.js +189 -189
- package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts.map +1 -1
- package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.js +3 -1
- package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts +47 -0
- package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts.map +1 -0
- package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.js +448 -0
- package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
- package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +14 -18
- package/src/shade/renderer/shadow/map/csm/graph_csm_setup_cascades.js +3 -3
- package/src/shade/renderer/shadow/map/shader/shader_shadowmap_remap_cube_to_octahedral.d.ts.map +1 -1
- package/src/shade/renderer/shadow/map/shader/shader_shadowmap_remap_cube_to_octahedral.js +5 -1
- package/src/shade/renderer/shadow/ray/shader_shadow_upscale.d.ts.map +1 -1
- package/src/shade/renderer/shadow/ray/shader_shadow_upscale.js +3 -1
- package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +73 -73
- package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.d.ts.map +1 -1
- package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.js +151 -148
- package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.d.ts.map +1 -1
- package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +6 -4
- package/src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.d.ts.map +1 -1
- package/src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.js +18 -4
- package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.d.ts.map +1 -1
- package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +11 -12
- package/src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.d.ts.map +1 -1
- package/src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.js +6 -2
- package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.d.ts.map +1 -1
- package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.js +129 -127
- package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.d.ts.map +1 -1
- package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.js +5 -3
- package/src/shade/renderer/texture/virtual/VirtualTextureManager.d.ts.map +1 -1
- package/src/shade/renderer/texture/virtual/VirtualTextureManager.js +2 -5
- package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
- package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +3 -2
- package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +1 -1
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +14 -19
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts +3 -2
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +3 -2
- package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts +0 -2
- package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +17 -6
- package/src/shade/renderer/water/shader_water.js +246 -246
- package/src/shade/vitest.setup.mjs +1 -1
- package/src/shade/wgsl/emulator/ComputeShaderEmulator.js +291 -291
- package/src/shade/wgsl/validate_wgsl_source.d.ts.map +1 -1
- package/src/shade/wgsl/validate_wgsl_source.js +8 -3
- package/src/view/minimap/Minimap.d.ts +2 -2
- package/src/view/minimap/Minimap.d.ts.map +1 -1
- package/src/view/minimap/Minimap.js +225 -225
- package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
- package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
- package/src/view/minimap/dom/MinimapCameraView.js +206 -206
- package/src/shade/device/timing/profile/make_profiling_pass_encoder.d.ts +0 -21
- package/src/shade/device/timing/profile/make_profiling_pass_encoder.d.ts.map +0 -1
- package/src/shade/device/timing/profile/make_profiling_pass_encoder.js +0 -114
- package/src/shade/device/timing/profile/parse_workgroup_size.d.ts +0 -20
- package/src/shade/device/timing/profile/parse_workgroup_size.d.ts.map +0 -1
- package/src/shade/device/timing/profile/parse_workgroup_size.js +0 -43
- package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts +0 -3
- package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts.map +0 -1
- package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
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u_dt: frame.dt, u_time: frame.time, u_frame: frame.index,
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settings: { u_dt: frame.dt, u_time: frame.time, u_frame: frame.index },
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*/
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const CAPACITY = 1 << 15; // 32k particles
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const EMIT_WG = 64;
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const NEAR = 0.2;
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async function main() {
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if (requests.length > 0) device.queue.writeBuffer(spawnRequests, 0, requests);
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const cmd = ShadeGPUCommandContext.create(graphics);
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const u = (type, value) => cmd.allocateTransientValueBuffer(type, value, GPUBufferUsage.UNIFORM);
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// --- geometry pass: clear colour + reverse-Z depth (far = 0), lit, writes depth ---
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// --- emit + simulate (simulate is sized by LAST frame's GPU-written dispatch args) ---
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shader_particle_reset_counters.dispatch({ encoder: cmd, bindings: { counters }, group_count_x: 1 });
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shader_particle_emit.
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shader_particle_emit.dispatchThreads({
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bindings: { emitters, program, vm_constants: constants, pool, spawn_requests: spawnRequests, alive_out: aliveWrite, dead, counters, settings: { u_dt: dt, u_time: now / 1000, u_frame: system.frame, u_count: requests.length, u_capacity: CAPACITY } },
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bindings: { emitters, program, vm_constants: constants, pool, alive_in: aliveRead, alive_out: aliveWrite, dead, counters, u_dt:
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bindings: { emitters, program, vm_constants: constants, pool, alive_in: aliveRead, alive_out: aliveWrite, dead, counters, settings: { u_dt: dt, u_time: now / 1000, u_frame: system.frame } },
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// Snapshot the final alive count (next frame's simulate input) + write this frame's draw args.
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shader_particle_build_indirect.dispatch({
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{"version":3,"file":"shader_particle_emit.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_emit.js"],"names":[],"mappings":"
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{"version":3,"file":"shader_particle_emit.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_emit.js"],"names":[],"mappings":"AAoBA;;;;;;;;;;;;GAYG;AAEH,2CAHU,aAAa,CAGwB;AA6F/C,iDAIG;8BAhI2B,+BAA+B"}
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import { atomic_u32, f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
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import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
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import { ComputeShader } from "../../shader/ComputeShader.js";
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
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export const PARTICLE_EMIT_WORKGROUP_SIZE = 64;
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/**
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* Per-dispatch, 20 bytes, read-only.
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*
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* These were five separate uniforms, which meant five transient buffers, five staging copies and
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* five bind group entries for twenty bytes of frame state. WGSL allows one immediate per entry
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* point, so carrying them as immediate data means carrying them together.
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*
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* @type {WebGPUStruct}
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*/
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const EMIT_SETTINGS = WebGPUStruct.from({
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u_dt: f32,
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u_time: f32,
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u_frame: u32,
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u_count: u32,
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u_capacity: u32,
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}, 'ParticleEmitSettings');
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.addStorageBuffer("emitters", WebGPUArray.u32, false)
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@@ -42,13 +63,7 @@ resources.createGroup()
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.addStorageBuffer("spawn_requests", WebGPUArray.u32, false)
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.addStorageBuffer("alive_out", WebGPUArray.u32, true)
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.addStorageBuffer("dead", WebGPUArray.u32, true)
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.addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true)
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.addUniform("u_dt", f32)
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.addUniform("u_frame", u32)
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.addUniform("u_count", u32)
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.addUniform("u_capacity", u32);
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.addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true);
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const body = CodeChunk.from(/* wgsl */ `
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const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
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const PARTICLE_USER_WORD_START : u32 = ${PARTICLE_RECORD_USER_WORD_START}u;
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@@ -60,11 +75,11 @@ const COUNTER_DEAD : u32 = ${PARTICLE_COUNTER.DEAD}u;
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@compute @workgroup_size(${PARTICLE_EMIT_WORKGROUP_SIZE}, 1, 1)
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fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
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let i = gid.x;
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if (i >= u_count) { return; }
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if (i >= settings.u_count) { return; }
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// Packed request: low 16 bits = emitter index, high 16 = batch fraction (see
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// spawn_request_encoding.js). The fraction is LOCAL to this emitter's batch this frame
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// (SPAWN_FRACTION contract: n / spawn_count), not the global request index / u_count.
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// (SPAWN_FRACTION contract: n / spawn_count), not the global request index / settings.u_count.
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let request = spawn_requests[i];
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let emitter_index = request & ${SPAWN_REQUEST_EMITTER_MASK}u;
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let spawn_fraction = f32(request >> ${SPAWN_REQUEST_FRACTION_SHIFT}u) / ${SPAWN_REQUEST_FRACTION_MAX}.0;
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@@ -75,10 +90,10 @@ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
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// first over-pop wraps the counter to 0xFFFFFFFF before its undo lands, and a concurrent thread
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// then observes a huge old value. Checking only ==0 would let it index dead[old-1] with garbage
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// and hand out a bogus slot, corrupting a live record. The dead count can never legitimately
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// exceed the pool capacity, so >u_capacity identifies every wrapped state; each thread that
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// exceed the pool capacity, so >settings.u_capacity identifies every wrapped state; each thread that
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// subtracted also adds back exactly once, so the counter converges to 0.
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let old_dead = atomicSub(&counters[COUNTER_DEAD], 1u);
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if (old_dead == 0u || old_dead > u_capacity) {
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if (old_dead == 0u || old_dead > settings.u_capacity) {
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atomicAdd(&counters[COUNTER_DEAD], 1u); // undo the over-pop
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return;
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}
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@@ -94,7 +109,7 @@ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
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let em = particle_emitter_read(&emitters, emitter_index);
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particle_vm_reset();
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particle_setup_context(em, slot, u_dt, u_time, 0.0, spawn_fraction, u_frame);
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particle_setup_context(em, slot, settings.u_dt, settings.u_time, 0.0, spawn_fraction, settings.u_frame);
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particle_vm_execute(
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&program,
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em.spawn_offset * PARTICLE_INSTRUCTION_WORDS,
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@@ -114,5 +129,4 @@ export const shader_particle_emit = ComputeShader.from({
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label: "Particle Emit",
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resources,
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body,
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group_size: [PARTICLE_EMIT_WORKGROUP_SIZE, 1, 1],
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});
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"shader_particle_finalize.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_finalize.js"],"names":[],"mappings":"AA4BA,
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1
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+
{"version":3,"file":"shader_particle_finalize.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_finalize.js"],"names":[],"mappings":"AA4BA,2DAWG;AAaH,2DAwBG;;8BA1E2B,+BAA+B;iDAIZ,+BAA+B"}
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@@ -37,17 +37,18 @@ fn main() {
|
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37
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atomicStore(&counters[${PARTICLE_COUNTER.SORTED}u], 0u);
|
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}
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`),
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group_size: [1, 1, 1],
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});
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// --- build indirect args ---
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const indirect_resources = new ShaderResourceSetDescriptor();
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+
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// per-dispatch, four bytes, read-only: immediate data rather than a uniform buffer holding one u32
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indirect_resources.setImmediate("u_workgroup_size", u32);
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indirect_resources.createGroup()
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.addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true) // atomics require a read_write binding even for atomicLoad
|
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.addStorageBuffer("dispatch_args", WebGPUArray.u32, true) // {x,y,z}
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.addStorageBuffer("draw_args", WebGPUArray.u32, true) // {vertexCount, instanceCount, firstVertex, firstInstance}
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.addUniform("u_workgroup_size", u32);
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.addStorageBuffer("draw_args", WebGPUArray.u32, true) // {vertexCount, instanceCount, firstVertex, firstInstance};
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export const shader_particle_build_indirect = ComputeShader.from({
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label: "Particle Build Indirect",
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@@ -73,7 +74,6 @@ fn main() {
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draw_args[3] = 0u;
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}
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`),
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group_size: [1, 1, 1],
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});
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export { PARTICLE_SIMULATE_WORKGROUP_SIZE };
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"shader_particle_render.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_render.js"],"names":[],"mappings":"
|
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1
|
+
{"version":3,"file":"shader_particle_render.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_render.js"],"names":[],"mappings":"AA6JA;;;;;;;;;GASG;AACH;IAP4B,YAAY,GAA7B,MAAM;IACgB,YAAY,GAAlC,MAAM,GAAC,IAAI;IAEkB,aAAa;IAExC,wBAAwB,CAqBpC;;;;;;;;;;;;;;;;AAED,yFAAyF;AACzF,uEAAsD;yCA7Lb,iEAAiE;4CAO9D,sDAAsD"}
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@@ -1,183 +1,190 @@
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1
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-
import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
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2
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import { ColorTargetState } from "../../../descriptor/pipeline/render/ColorTargetState.js";
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import { DepthStencilState } from "../../../descriptor/pipeline/render/DepthStencilState.js";
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import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
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import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
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import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
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import {
|
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PARTICLE_RECORD_HEADER_EMITTER,
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PARTICLE_RECORD_WORD_COUNT,
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} from "../ParticleConstants.js";
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import { EMITTER_ATTRIBUTE_ABSENT, EMITTER_FLAG } from "../data/PARTICLE_EMITTER_LAYOUT.js";
|
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-
import { chunk_particle_emitter } from "../data/chunk_particle_emitter.js";
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|
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import { chunk_particle_lighting_unlit } from "./chunk_particle_lighting.js";
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|
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import { chunk_particle_render_math } from "./chunk_particle_render_math.js";
|
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-
|
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|
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/**
|
|
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|
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* The billboard renderer.
|
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*
|
|
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* One instanced draw covers every visible particle: `instance_index` indexes the depth-`sorted` slot
|
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* list, `vertex_index` (0..5) picks a quad corner. The vertex stage reads the particle's render-bound
|
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23
|
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* attributes (position / size / colour / rotation / flipbook frame), expands the corner per the
|
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|
-
* emitter's projection mode, and projects with the camera. The fragment stage samples the atlas
|
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* sub-rect + flipbook cell, applies an optional soft-depth fade against the scene depth, runs the
|
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* pluggable lighting hook (unlit by default; the feature swaps in the shading-chunk-backed one when
|
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|
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* an emitter enables lighting), and emits premultiplied colour.
|
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*
|
|
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* A single blend state — `src*1 + dst*(1-srcAlpha)` on both channels — expresses alpha and additive
|
|
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|
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* blending; the shader chooses per particle by how it premultiplies (see `particle_premultiply`), so
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* the whole draw stays GPU-driven with no pipeline switches.
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*
|
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* The math (billboard expansion, atlas/flipbook UV, soft fade, premultiply) is unit-tested in
|
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* {@link ./chunk_particle_render_math.spec.js}; this module assembles it into a render pipeline.
|
|
35
|
-
*/
|
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-
|
|
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/** Premultiplied blend: additive when a=0 (dst preserved, colour adds), over-blend when a=srcAlpha. */
|
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|
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export const PARTICLE_BILLBOARD_BLEND = {
|
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color: { operation: "add", srcFactor: "one", dstFactor: "one-minus-src-alpha" },
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alpha: { operation: "add", srcFactor: "one", dstFactor: "one-minus-src-alpha" },
|
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|
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};
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|
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const resources = new ShaderResourceSetDescriptor();
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resources.createGroup()
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.addUniform("camera", CAMERA_UNIFORM_STRUCT)
|
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.addStorageBuffer("pool", WebGPUArray.u32, false)
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.addStorageBuffer("sorted", WebGPUArray.u32, false)
|
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.addStorageBuffer("emitters", WebGPUArray.u32, false)
|
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// Sampled with a filtering sampler, so the atlas must be a filterable float texture.
|
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|
-
.addTexture("atlas", "float")
|
|
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|
-
.addSampler("atlas_sampler", "filtering")
|
|
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// Only textureLoad-ed (soft depth), so it can be unfilterable — matches an r32float scene depth.
|
|
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|
-
.addTexture("scene_depth", "unfilterable-float");
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|
-
|
|
55
|
-
const body = CodeChunk.from(/* wgsl */ `
|
|
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|
-
const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
|
|
57
|
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const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
|
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|
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const PARTICLE_ATTRIBUTE_ABSENT : u32 = ${EMITTER_ATTRIBUTE_ABSENT}u;
|
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|
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const PARTICLE_FLAG_SOFT_DEPTH : u32 = ${EMITTER_FLAG.SOFT_DEPTH}u;
|
|
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|
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const PARTICLE_FLAG_LIGHTING : u32 = ${EMITTER_FLAG.LIGHTING}u;
|
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|
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const PARTICLE_SOFT_FADE_RANGE : f32 = 0.5;
|
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|
-
|
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|
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struct ParticleVertexOut {
|
|
64
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@builtin(position) clip : vec4<f32>,
|
|
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|
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@location(0) uv : vec2<f32>,
|
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|
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@location(1) color : vec4<f32>,
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|
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@location(2) world_position : vec3<f32>,
|
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|
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@location(3) normal : vec3<f32>,
|
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|
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@location(4) view_depth : f32,
|
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|
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@location(5) @interpolate(flat) flags : u32,
|
|
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|
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@location(6) @interpolate(flat) blend : u32,
|
|
72
|
-
}
|
|
73
|
-
|
|
74
|
-
fn particle_read_vec(base : u32, offset : u32, count : u32) -> vec4<f32> {
|
|
75
|
-
var v = vec4<f32>(0.0);
|
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|
-
if (count > 0u) { v.x = bitcast<f32>(pool[base + offset]); }
|
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|
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if (count > 1u) { v.y = bitcast<f32>(pool[base + offset + 1u]); }
|
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|
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if (count > 2u) { v.z = bitcast<f32>(pool[base + offset + 2u]); }
|
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|
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if (count > 3u) { v.w = bitcast<f32>(pool[base + offset + 3u]); }
|
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|
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return v;
|
|
81
|
-
}
|
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|
-
|
|
83
|
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@vertex
|
|
84
|
-
fn vs_main(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> ParticleVertexOut {
|
|
85
|
-
var corners = array<vec2<f32>, 6>(
|
|
86
|
-
vec2<f32>(-1.0, -1.0), vec2<f32>(1.0, -1.0), vec2<f32>(1.0, 1.0),
|
|
87
|
-
vec2<f32>(-1.0, -1.0), vec2<f32>(1.0, 1.0), vec2<f32>(-1.0, 1.0),
|
|
88
|
-
);
|
|
89
|
-
let corner = corners[vi];
|
|
90
|
-
|
|
91
|
-
let slot = sorted[ii];
|
|
92
|
-
let base = slot * PARTICLE_RECORD_WORDS;
|
|
93
|
-
let emitter_index = pool[base + PARTICLE_HEADER_EMITTER];
|
|
94
|
-
let em = particle_emitter_read(&emitters, emitter_index);
|
|
95
|
-
|
|
96
|
-
var world_center = vec3<f32>(0.0);
|
|
97
|
-
if (em.render_position != PARTICLE_ATTRIBUTE_ABSENT) { world_center = particle_read_vec(base, em.render_position, 3u).xyz; }
|
|
98
|
-
var size = 1.0;
|
|
99
|
-
if (em.render_size != PARTICLE_ATTRIBUTE_ABSENT) { size = bitcast<f32>(pool[base + em.render_size]); }
|
|
100
|
-
var color = vec4<f32>(1.0);
|
|
101
|
-
if (em.render_color != PARTICLE_ATTRIBUTE_ABSENT) { color = particle_read_vec(base, em.render_color, 4u); }
|
|
102
|
-
var rotation = 0.0;
|
|
103
|
-
if (em.render_rotation != PARTICLE_ATTRIBUTE_ABSENT) { rotation = bitcast<f32>(pool[base + em.render_rotation]); }
|
|
104
|
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var frame = 0.0;
|
|
105
|
-
if (em.render_frame != PARTICLE_ATTRIBUTE_ABSENT) { frame = bitcast<f32>(pool[base + em.render_frame]); }
|
|
106
|
-
var velocity = vec3<f32>(0.0);
|
|
107
|
-
if (em.render_velocity != PARTICLE_ATTRIBUTE_ABSENT) { velocity = particle_read_vec(base, em.render_velocity, 3u).xyz; }
|
|
108
|
-
|
|
109
|
-
let cam_right = camera.transform[0].xyz;
|
|
110
|
-
let cam_up = camera.transform[1].xyz;
|
|
111
|
-
let cam_forward = -camera.transform[2].xyz;
|
|
112
|
-
|
|
113
|
-
let offset = particle_billboard_offset(corner, size, rotation, cam_right, cam_up, cam_forward, velocity, particle_emitter_projection(em.flags));
|
|
114
|
-
let world = world_center + offset;
|
|
115
|
-
|
|
116
|
-
var out : ParticleVertexOut;
|
|
117
|
-
out.clip = camera.view_projection_matrix * vec4<f32>(world, 1.0);
|
|
118
|
-
out.uv = particle_atlas_uv(corner * 0.5 + vec2<f32>(0.5), em.atlas_region, em.flipbook, frame);
|
|
119
|
-
out.color = color;
|
|
120
|
-
out.world_position = world;
|
|
121
|
-
out.normal = -cam_forward;
|
|
122
|
-
out.view_depth = -(camera.view_matrix * vec4<f32>(world, 1.0)).z;
|
|
123
|
-
out.flags = em.flags;
|
|
124
|
-
out.blend = particle_emitter_blend(em.flags);
|
|
125
|
-
return out;
|
|
126
|
-
}
|
|
127
|
-
|
|
128
|
-
@fragment
|
|
129
|
-
fn fs_main(in : ParticleVertexOut) -> @location(0) vec4<f32> {
|
|
130
|
-
let sampled = textureSample(atlas, atlas_sampler, in.uv);
|
|
131
|
-
var color = sampled * in.color;
|
|
132
|
-
|
|
133
|
-
if ((in.flags & PARTICLE_FLAG_SOFT_DEPTH) != 0u) {
|
|
134
|
-
let scene_dev = textureLoad(scene_depth, vec2<i32>(in.clip.xy), 0).r;
|
|
135
|
-
// Reverse-Z hyperbolic linearisation: view_depth = A / (device_depth + B).
|
|
136
|
-
let A = camera.device_depth_to_view_space.y;
|
|
137
|
-
let B = camera.device_depth_to_view_space.x;
|
|
138
|
-
let scene_vd = select(A / (scene_dev + B), 1e9, scene_dev <= 0.0);
|
|
139
|
-
color.a = color.a * particle_soft_fade(scene_vd, in.view_depth, PARTICLE_SOFT_FADE_RANGE);
|
|
140
|
-
}
|
|
141
|
-
|
|
142
|
-
if ((in.flags & PARTICLE_FLAG_LIGHTING) != 0u) {
|
|
143
|
-
color = particle_apply_lighting(color, in.world_position, normalize(in.normal));
|
|
144
|
-
}
|
|
145
|
-
|
|
146
|
-
return particle_premultiply(color, in.blend);
|
|
147
|
-
}
|
|
148
|
-
`, [chunk_particle_emitter, chunk_particle_render_math, chunk_particle_lighting_unlit]);
|
|
149
|
-
|
|
150
|
-
/**
|
|
151
|
-
*
|
|
152
|
-
*
|
|
153
|
-
*
|
|
154
|
-
* @
|
|
155
|
-
|
|
156
|
-
|
|
157
|
-
|
|
158
|
-
|
|
159
|
-
|
|
160
|
-
|
|
161
|
-
|
|
162
|
-
|
|
163
|
-
|
|
164
|
-
|
|
165
|
-
|
|
166
|
-
|
|
167
|
-
|
|
168
|
-
|
|
169
|
-
|
|
170
|
-
|
|
171
|
-
|
|
172
|
-
|
|
173
|
-
|
|
174
|
-
|
|
175
|
-
|
|
176
|
-
|
|
177
|
-
:
|
|
178
|
-
|
|
179
|
-
|
|
180
|
-
|
|
181
|
-
|
|
182
|
-
|
|
183
|
-
|
|
1
|
+
import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
|
|
2
|
+
import { ColorTargetState } from "../../../descriptor/pipeline/render/ColorTargetState.js";
|
|
3
|
+
import { DepthStencilState } from "../../../descriptor/pipeline/render/DepthStencilState.js";
|
|
4
|
+
import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
|
|
5
|
+
import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
|
|
6
|
+
import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
|
|
7
|
+
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
8
|
+
import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
|
|
9
|
+
import {
|
|
10
|
+
PARTICLE_RECORD_HEADER_EMITTER,
|
|
11
|
+
PARTICLE_RECORD_WORD_COUNT,
|
|
12
|
+
} from "../ParticleConstants.js";
|
|
13
|
+
import { EMITTER_ATTRIBUTE_ABSENT, EMITTER_FLAG } from "../data/PARTICLE_EMITTER_LAYOUT.js";
|
|
14
|
+
import { chunk_particle_emitter } from "../data/chunk_particle_emitter.js";
|
|
15
|
+
import { chunk_particle_lighting_unlit } from "./chunk_particle_lighting.js";
|
|
16
|
+
import { chunk_particle_render_math } from "./chunk_particle_render_math.js";
|
|
17
|
+
|
|
18
|
+
/**
|
|
19
|
+
* The billboard renderer.
|
|
20
|
+
*
|
|
21
|
+
* One instanced draw covers every visible particle: `instance_index` indexes the depth-`sorted` slot
|
|
22
|
+
* list, `vertex_index` (0..5) picks a quad corner. The vertex stage reads the particle's render-bound
|
|
23
|
+
* attributes (position / size / colour / rotation / flipbook frame), expands the corner per the
|
|
24
|
+
* emitter's projection mode, and projects with the camera. The fragment stage samples the atlas
|
|
25
|
+
* sub-rect + flipbook cell, applies an optional soft-depth fade against the scene depth, runs the
|
|
26
|
+
* pluggable lighting hook (unlit by default; the feature swaps in the shading-chunk-backed one when
|
|
27
|
+
* an emitter enables lighting), and emits premultiplied colour.
|
|
28
|
+
*
|
|
29
|
+
* A single blend state — `src*1 + dst*(1-srcAlpha)` on both channels — expresses alpha and additive
|
|
30
|
+
* blending; the shader chooses per particle by how it premultiplies (see `particle_premultiply`), so
|
|
31
|
+
* the whole draw stays GPU-driven with no pipeline switches.
|
|
32
|
+
*
|
|
33
|
+
* The math (billboard expansion, atlas/flipbook UV, soft fade, premultiply) is unit-tested in
|
|
34
|
+
* {@link ./chunk_particle_render_math.spec.js}; this module assembles it into a render pipeline.
|
|
35
|
+
*/
|
|
36
|
+
|
|
37
|
+
/** Premultiplied blend: additive when a=0 (dst preserved, colour adds), over-blend when a=srcAlpha. */
|
|
38
|
+
export const PARTICLE_BILLBOARD_BLEND = {
|
|
39
|
+
color: { operation: "add", srcFactor: "one", dstFactor: "one-minus-src-alpha" },
|
|
40
|
+
alpha: { operation: "add", srcFactor: "one", dstFactor: "one-minus-src-alpha" },
|
|
41
|
+
};
|
|
42
|
+
|
|
43
|
+
const resources = new ShaderResourceSetDescriptor();
|
|
44
|
+
resources.createGroup()
|
|
45
|
+
.addUniform("camera", CAMERA_UNIFORM_STRUCT)
|
|
46
|
+
.addStorageBuffer("pool", WebGPUArray.u32, false)
|
|
47
|
+
.addStorageBuffer("sorted", WebGPUArray.u32, false)
|
|
48
|
+
.addStorageBuffer("emitters", WebGPUArray.u32, false)
|
|
49
|
+
// Sampled with a filtering sampler, so the atlas must be a filterable float texture.
|
|
50
|
+
.addTexture("atlas", "float")
|
|
51
|
+
.addSampler("atlas_sampler", "filtering")
|
|
52
|
+
// Only textureLoad-ed (soft depth), so it can be unfilterable — matches an r32float scene depth.
|
|
53
|
+
.addTexture("scene_depth", "unfilterable-float");
|
|
54
|
+
|
|
55
|
+
const body = CodeChunk.from(/* wgsl */ `
|
|
56
|
+
const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
|
|
57
|
+
const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
|
|
58
|
+
const PARTICLE_ATTRIBUTE_ABSENT : u32 = ${EMITTER_ATTRIBUTE_ABSENT}u;
|
|
59
|
+
const PARTICLE_FLAG_SOFT_DEPTH : u32 = ${EMITTER_FLAG.SOFT_DEPTH}u;
|
|
60
|
+
const PARTICLE_FLAG_LIGHTING : u32 = ${EMITTER_FLAG.LIGHTING}u;
|
|
61
|
+
const PARTICLE_SOFT_FADE_RANGE : f32 = 0.5;
|
|
62
|
+
|
|
63
|
+
struct ParticleVertexOut {
|
|
64
|
+
@builtin(position) clip : vec4<f32>,
|
|
65
|
+
@location(0) uv : vec2<f32>,
|
|
66
|
+
@location(1) color : vec4<f32>,
|
|
67
|
+
@location(2) world_position : vec3<f32>,
|
|
68
|
+
@location(3) normal : vec3<f32>,
|
|
69
|
+
@location(4) view_depth : f32,
|
|
70
|
+
@location(5) @interpolate(flat) flags : u32,
|
|
71
|
+
@location(6) @interpolate(flat) blend : u32,
|
|
72
|
+
}
|
|
73
|
+
|
|
74
|
+
fn particle_read_vec(base : u32, offset : u32, count : u32) -> vec4<f32> {
|
|
75
|
+
var v = vec4<f32>(0.0);
|
|
76
|
+
if (count > 0u) { v.x = bitcast<f32>(pool[base + offset]); }
|
|
77
|
+
if (count > 1u) { v.y = bitcast<f32>(pool[base + offset + 1u]); }
|
|
78
|
+
if (count > 2u) { v.z = bitcast<f32>(pool[base + offset + 2u]); }
|
|
79
|
+
if (count > 3u) { v.w = bitcast<f32>(pool[base + offset + 3u]); }
|
|
80
|
+
return v;
|
|
81
|
+
}
|
|
82
|
+
|
|
83
|
+
@vertex
|
|
84
|
+
fn vs_main(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> ParticleVertexOut {
|
|
85
|
+
var corners = array<vec2<f32>, 6>(
|
|
86
|
+
vec2<f32>(-1.0, -1.0), vec2<f32>(1.0, -1.0), vec2<f32>(1.0, 1.0),
|
|
87
|
+
vec2<f32>(-1.0, -1.0), vec2<f32>(1.0, 1.0), vec2<f32>(-1.0, 1.0),
|
|
88
|
+
);
|
|
89
|
+
let corner = corners[vi];
|
|
90
|
+
|
|
91
|
+
let slot = sorted[ii];
|
|
92
|
+
let base = slot * PARTICLE_RECORD_WORDS;
|
|
93
|
+
let emitter_index = pool[base + PARTICLE_HEADER_EMITTER];
|
|
94
|
+
let em = particle_emitter_read(&emitters, emitter_index);
|
|
95
|
+
|
|
96
|
+
var world_center = vec3<f32>(0.0);
|
|
97
|
+
if (em.render_position != PARTICLE_ATTRIBUTE_ABSENT) { world_center = particle_read_vec(base, em.render_position, 3u).xyz; }
|
|
98
|
+
var size = 1.0;
|
|
99
|
+
if (em.render_size != PARTICLE_ATTRIBUTE_ABSENT) { size = bitcast<f32>(pool[base + em.render_size]); }
|
|
100
|
+
var color = vec4<f32>(1.0);
|
|
101
|
+
if (em.render_color != PARTICLE_ATTRIBUTE_ABSENT) { color = particle_read_vec(base, em.render_color, 4u); }
|
|
102
|
+
var rotation = 0.0;
|
|
103
|
+
if (em.render_rotation != PARTICLE_ATTRIBUTE_ABSENT) { rotation = bitcast<f32>(pool[base + em.render_rotation]); }
|
|
104
|
+
var frame = 0.0;
|
|
105
|
+
if (em.render_frame != PARTICLE_ATTRIBUTE_ABSENT) { frame = bitcast<f32>(pool[base + em.render_frame]); }
|
|
106
|
+
var velocity = vec3<f32>(0.0);
|
|
107
|
+
if (em.render_velocity != PARTICLE_ATTRIBUTE_ABSENT) { velocity = particle_read_vec(base, em.render_velocity, 3u).xyz; }
|
|
108
|
+
|
|
109
|
+
let cam_right = camera.transform[0].xyz;
|
|
110
|
+
let cam_up = camera.transform[1].xyz;
|
|
111
|
+
let cam_forward = -camera.transform[2].xyz;
|
|
112
|
+
|
|
113
|
+
let offset = particle_billboard_offset(corner, size, rotation, cam_right, cam_up, cam_forward, velocity, particle_emitter_projection(em.flags));
|
|
114
|
+
let world = world_center + offset;
|
|
115
|
+
|
|
116
|
+
var out : ParticleVertexOut;
|
|
117
|
+
out.clip = camera.view_projection_matrix * vec4<f32>(world, 1.0);
|
|
118
|
+
out.uv = particle_atlas_uv(corner * 0.5 + vec2<f32>(0.5), em.atlas_region, em.flipbook, frame);
|
|
119
|
+
out.color = color;
|
|
120
|
+
out.world_position = world;
|
|
121
|
+
out.normal = -cam_forward;
|
|
122
|
+
out.view_depth = -(camera.view_matrix * vec4<f32>(world, 1.0)).z;
|
|
123
|
+
out.flags = em.flags;
|
|
124
|
+
out.blend = particle_emitter_blend(em.flags);
|
|
125
|
+
return out;
|
|
126
|
+
}
|
|
127
|
+
|
|
128
|
+
@fragment
|
|
129
|
+
fn fs_main(in : ParticleVertexOut) -> @location(0) vec4<f32> {
|
|
130
|
+
let sampled = textureSample(atlas, atlas_sampler, in.uv);
|
|
131
|
+
var color = sampled * in.color;
|
|
132
|
+
|
|
133
|
+
if ((in.flags & PARTICLE_FLAG_SOFT_DEPTH) != 0u) {
|
|
134
|
+
let scene_dev = textureLoad(scene_depth, vec2<i32>(in.clip.xy), 0).r;
|
|
135
|
+
// Reverse-Z hyperbolic linearisation: view_depth = A / (device_depth + B).
|
|
136
|
+
let A = camera.device_depth_to_view_space.y;
|
|
137
|
+
let B = camera.device_depth_to_view_space.x;
|
|
138
|
+
let scene_vd = select(A / (scene_dev + B), 1e9, scene_dev <= 0.0);
|
|
139
|
+
color.a = color.a * particle_soft_fade(scene_vd, in.view_depth, PARTICLE_SOFT_FADE_RANGE);
|
|
140
|
+
}
|
|
141
|
+
|
|
142
|
+
if ((in.flags & PARTICLE_FLAG_LIGHTING) != 0u) {
|
|
143
|
+
color = particle_apply_lighting(color, in.world_position, normalize(in.normal));
|
|
144
|
+
}
|
|
145
|
+
|
|
146
|
+
return particle_premultiply(color, in.blend);
|
|
147
|
+
}
|
|
148
|
+
`, [chunk_particle_emitter, chunk_particle_render_math, chunk_particle_lighting_unlit]);
|
|
149
|
+
|
|
150
|
+
/**
|
|
151
|
+
* The shader itself. One compilation, shared by every pipeline built from it — the options below
|
|
152
|
+
* vary the pipeline state, never the WGSL.
|
|
153
|
+
*
|
|
154
|
+
* @type {ShaderDescriptor}
|
|
155
|
+
*/
|
|
156
|
+
const descriptor = ShaderDescriptor.from({ label: "Particle Billboard", body, resources });
|
|
157
|
+
|
|
158
|
+
/**
|
|
159
|
+
* Build the billboard render pipeline descriptor.
|
|
160
|
+
* @param {object} [options]
|
|
161
|
+
* @param {string} [options.color_format] colour target format
|
|
162
|
+
* @param {string|null} [options.depth_format] scene depth format (test-only, no write); pass null to
|
|
163
|
+
* render without a depth attachment (e.g. an additive-only prototype with no scene geometry)
|
|
164
|
+
* @param {GPUCompareFunction} [options.depth_compare] depth test — "greater"/"greater-equal" for
|
|
165
|
+
* reverse-Z scenes (the engine convention), "less"/"less-equal" for a standard-Z scene
|
|
166
|
+
* @returns {RenderPipelineDescriptor}
|
|
167
|
+
*/
|
|
168
|
+
export function create_particle_billboard_pipeline({ color_format = "rgba16float", depth_format = "depth32float", depth_compare = "greater" } = {}) {
|
|
169
|
+
const code = descriptor.source;
|
|
170
|
+
|
|
171
|
+
return RenderPipelineDescriptor.from({
|
|
172
|
+
label: "Particle Billboard",
|
|
173
|
+
layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
|
|
174
|
+
vertex: { module: { code }, entryPoint: "vs_main" },
|
|
175
|
+
fragment: {
|
|
176
|
+
module: { code },
|
|
177
|
+
entryPoint: "fs_main",
|
|
178
|
+
targets: [ColorTargetState.from({ format: color_format, blend: PARTICLE_BILLBOARD_BLEND })],
|
|
179
|
+
},
|
|
180
|
+
// Depth-test against the scene, but never write (transparent). Omitted entirely when no depth
|
|
181
|
+
// attachment is bound.
|
|
182
|
+
depthStencil: depth_format == null
|
|
183
|
+
? undefined
|
|
184
|
+
: DepthStencilState.from({ format: depth_format, depthWriteEnabled: false, depthCompare: depth_compare }),
|
|
185
|
+
primitive: { topology: "triangle-list", cullMode: "none" },
|
|
186
|
+
});
|
|
187
|
+
}
|
|
188
|
+
|
|
189
|
+
/** The billboard shader's resource set (for building bind groups + the draw command). */
|
|
190
|
+
export const PARTICLE_BILLBOARD_RESOURCES = resources;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shader_particle_simulate.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_simulate.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"shader_particle_simulate.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_simulate.js"],"names":[],"mappings":"AAcA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,+CAHU,aAAa,CAG4B;AAqEnD,qDAIG;8BA3G2B,+BAA+B"}
|