@woosh/meep-engine 3.14.6 → 3.16.0

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 (1089) hide show
  1. package/editor/Editor.js +7 -7
  2. package/editor/actions/concrete/TransformModifyAction.d.ts +4 -4
  3. package/editor/actions/concrete/TransformModifyAction.d.ts.map +1 -1
  4. package/editor/actions/concrete/TransformModifyAction.js +4 -4
  5. package/editor/camera/camera_framing.js +7 -7
  6. package/editor/ecs/component/editors/ecs/Transform64Editor.d.ts +20 -0
  7. package/editor/ecs/component/editors/ecs/Transform64Editor.d.ts.map +1 -0
  8. package/editor/ecs/component/editors/ecs/Transform64Editor.js +70 -0
  9. package/editor/ecs/component/prototypeObjectEditor.js +2 -2
  10. package/editor/ecs/component/registerEngineComponentEditors.js +3 -3
  11. package/editor/particles/effect/ParticleEffectDocument.d.ts +396 -0
  12. package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -0
  13. package/editor/particles/effect/ParticleEffectDocument.js +989 -0
  14. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +113 -0
  15. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -0
  16. package/editor/particles/effect/ParticleReferenceSimulation.js +377 -0
  17. package/editor/particles/effect/actions/ParticleGroupDefineAction.d.ts +35 -0
  18. package/editor/particles/effect/actions/ParticleGroupDefineAction.d.ts.map +1 -0
  19. package/editor/particles/effect/actions/ParticleGroupDefineAction.js +45 -0
  20. package/editor/particles/effect/make_starter_particle_effect.d.ts +23 -0
  21. package/editor/particles/effect/make_starter_particle_effect.d.ts.map +1 -0
  22. package/editor/particles/effect/make_starter_particle_effect.js +177 -0
  23. package/editor/persistence/buildNewSceneDataset.d.ts.map +1 -1
  24. package/editor/persistence/buildNewSceneDataset.js +10 -8
  25. package/editor/process/symbolic/AudioEmitterSymbolicDisplay.js +67 -67
  26. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  27. package/editor/process/symbolic/GridPositionSymbolicDisplay.js +6 -6
  28. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  29. package/editor/process/symbolic/ParticleEmitterSymbolicDisplay.d.ts.map +1 -1
  30. package/editor/process/symbolic/ParticleEmitterSymbolicDisplay.js +6 -3
  31. package/editor/process/symbolic/PositionedMarkerSymbolicDisplay.js +6 -6
  32. package/editor/selection/editor_pick.js +130 -130
  33. package/editor/templates/entity_templates.js +7 -7
  34. package/editor/tools/TransformToolV2.d.ts +3 -3
  35. package/editor/tools/TransformToolV2.d.ts.map +1 -1
  36. package/editor/tools/TransformToolV2.js +58 -25
  37. package/editor/tools/paint/TerrainHeightPaintTool.d.ts.map +1 -1
  38. package/editor/tools/paint/TerrainHeightPaintTool.js +11 -9
  39. package/editor/tools/v2/GizmoNode.js +2 -2
  40. package/editor/tools/v2/TransformControls.d.ts +3 -3
  41. package/editor/tools/v2/TransformControls.d.ts.map +1 -1
  42. package/editor/tools/v2/TransformControls.js +1003 -971
  43. package/editor/tools/v2/handle/gizmo_drag_plane.d.ts.map +1 -1
  44. package/editor/tools/v2/handle/gizmo_drag_plane.js +6 -1
  45. package/editor/view/ecs/components/common/AutoCanvasView.js +17 -0
  46. package/editor/view/node-graph/NodeGraphEditorView.d.ts +143 -2
  47. package/editor/view/node-graph/NodeGraphEditorView.d.ts.map +1 -1
  48. package/editor/view/node-graph/NodeGraphEditorView.js +358 -6
  49. package/editor/view/node-graph/NodeGraphMinimapView.d.ts +120 -0
  50. package/editor/view/node-graph/NodeGraphMinimapView.d.ts.map +1 -0
  51. package/editor/view/node-graph/NodeGraphMinimapView.js +859 -0
  52. package/editor/view/node-graph/NodeGraphPaletteView.d.ts +112 -0
  53. package/editor/view/node-graph/NodeGraphPaletteView.d.ts.map +1 -0
  54. package/editor/view/node-graph/NodeGraphPaletteView.js +352 -0
  55. package/editor/view/node-graph/NodeGraphSearchMenuView.d.ts +76 -0
  56. package/editor/view/node-graph/NodeGraphSearchMenuView.d.ts.map +1 -0
  57. package/editor/view/node-graph/NodeGraphSearchMenuView.js +247 -0
  58. package/editor/view/node-graph/NodeGraphView.d.ts +147 -5
  59. package/editor/view/node-graph/NodeGraphView.d.ts.map +1 -1
  60. package/editor/view/node-graph/NodeGraphView.js +809 -76
  61. package/editor/view/node-graph/NodeIconView.d.ts +33 -0
  62. package/editor/view/node-graph/NodeIconView.d.ts.map +1 -0
  63. package/editor/view/node-graph/NodeIconView.js +54 -0
  64. package/editor/view/node-graph/NodeView.d.ts +71 -1
  65. package/editor/view/node-graph/NodeView.d.ts.map +1 -1
  66. package/editor/view/node-graph/NodeView.js +318 -17
  67. package/editor/view/node-graph/PortView.d.ts +41 -1
  68. package/editor/view/node-graph/PortView.d.ts.map +1 -1
  69. package/editor/view/node-graph/PortView.js +121 -69
  70. package/editor/view/node-graph/actions/ConnectionDeleteAction.d.ts +16 -3
  71. package/editor/view/node-graph/actions/ConnectionDeleteAction.d.ts.map +1 -1
  72. package/editor/view/node-graph/actions/ConnectionDeleteAction.js +29 -3
  73. package/editor/view/node-graph/actions/NodeCreateAction.d.ts +65 -0
  74. package/editor/view/node-graph/actions/NodeCreateAction.d.ts.map +1 -0
  75. package/editor/view/node-graph/actions/NodeCreateAction.js +108 -0
  76. package/editor/view/node-graph/actions/NodeDeleteAction.d.ts +6 -0
  77. package/editor/view/node-graph/actions/NodeDeleteAction.d.ts.map +1 -1
  78. package/editor/view/node-graph/actions/NodeDeleteAction.js +24 -2
  79. package/editor/view/node-graph/connection_wire_geometry.d.ts +34 -0
  80. package/editor/view/node-graph/connection_wire_geometry.d.ts.map +1 -1
  81. package/editor/view/node-graph/connection_wire_geometry.js +79 -3
  82. package/editor/view/node-graph/node-graph.css +678 -0
  83. package/editor/view/particles/effect/ParticleCodeEditorView.d.ts +37 -0
  84. package/editor/view/particles/effect/ParticleCodeEditorView.d.ts.map +1 -0
  85. package/editor/view/particles/effect/ParticleCodeEditorView.js +479 -0
  86. package/editor/view/particles/effect/ParticleEffectEditorView.d.ts +61 -0
  87. package/editor/view/particles/effect/ParticleEffectEditorView.d.ts.map +1 -0
  88. package/editor/view/particles/effect/ParticleEffectEditorView.js +223 -0
  89. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts +25 -0
  90. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts.map +1 -0
  91. package/editor/view/particles/effect/ParticleEmitterInspectorView.js +606 -0
  92. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts +156 -0
  93. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -0
  94. package/editor/view/particles/effect/ParticleGraphEditorView.js +1636 -0
  95. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts +22 -0
  96. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts.map +1 -0
  97. package/editor/view/particles/effect/ParticleNodeParametersView.js +520 -0
  98. package/editor/view/particles/effect/ParticlePreviewView.d.ts +52 -0
  99. package/editor/view/particles/effect/ParticlePreviewView.d.ts.map +1 -0
  100. package/editor/view/particles/effect/ParticlePreviewView.js +533 -0
  101. package/editor/view/particles/effect/particle-editor.css +556 -0
  102. package/editor/view/prepareMeshLibrary.d.ts.map +1 -1
  103. package/editor/view/prepareMeshLibrary.js +8 -4
  104. package/package.json +1 -1
  105. package/samples/engine/first-scene/main.js +152 -152
  106. package/samples/generation/generators/mir_generator_place_bases.js +3 -3
  107. package/src/core/assert.d.ts +28 -24
  108. package/src/core/assert.d.ts.map +1 -1
  109. package/src/core/assert.js +34 -26
  110. package/src/core/geom/3d/shape/PosedShape3D.d.ts +17 -0
  111. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  112. package/src/core/geom/3d/shape/PosedShape3D.js +34 -2
  113. package/src/core/graph/format/graphviz/graphviz_escape_html_label.d.ts +17 -0
  114. package/src/core/graph/format/graphviz/graphviz_escape_html_label.d.ts.map +1 -0
  115. package/src/core/graph/format/graphviz/graphviz_escape_html_label.js +25 -0
  116. package/src/core/graph/format/graphviz/graphviz_escape_quoted.d.ts +16 -0
  117. package/src/core/graph/format/graphviz/graphviz_escape_quoted.d.ts.map +1 -0
  118. package/src/core/graph/format/graphviz/graphviz_escape_quoted.js +24 -0
  119. package/src/core/model/node-graph/NodeGraph.d.ts +12 -0
  120. package/src/core/model/node-graph/NodeGraph.d.ts.map +1 -1
  121. package/src/core/model/node-graph/NodeGraph.js +21 -6
  122. package/src/core/model/node-graph/node/NodeDescription.d.ts +36 -0
  123. package/src/core/model/node-graph/node/NodeDescription.d.ts.map +1 -1
  124. package/src/core/model/node-graph/node/NodeDescription.js +41 -0
  125. package/src/core/model/node-graph/visual/ConnectionVisualData.d.ts +119 -0
  126. package/src/core/model/node-graph/visual/ConnectionVisualData.d.ts.map +1 -0
  127. package/src/core/model/node-graph/visual/ConnectionVisualData.js +317 -0
  128. package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.d.ts +4 -0
  129. package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.d.ts.map +1 -1
  130. package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.js +125 -22
  131. package/src/core/model/node-graph/visual/NodeGraphVisualData.d.ts +91 -2
  132. package/src/core/model/node-graph/visual/NodeGraphVisualData.d.ts.map +1 -1
  133. package/src/core/model/node-graph/visual/NodeGraphVisualData.js +164 -113
  134. package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.d.ts +162 -0
  135. package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.d.ts.map +1 -0
  136. package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.js +288 -0
  137. package/src/core/model/node-graph/visual/layout/LayoutProblem.d.ts +109 -0
  138. package/src/core/model/node-graph/visual/layout/LayoutProblem.d.ts.map +1 -0
  139. package/src/core/model/node-graph/visual/layout/LayoutProblem.js +141 -0
  140. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts +149 -0
  141. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts.map +1 -0
  142. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.js +175 -0
  143. package/src/core/model/node-graph/visual/layout/RouteGrid.d.ts +137 -0
  144. package/src/core/model/node-graph/visual/layout/RouteGrid.d.ts.map +1 -0
  145. package/src/core/model/node-graph/visual/layout/RouteGrid.js +242 -0
  146. package/src/core/model/node-graph/visual/layout/RouteSearch.d.ts +114 -0
  147. package/src/core/model/node-graph/visual/layout/RouteSearch.d.ts.map +1 -0
  148. package/src/core/model/node-graph/visual/layout/RouteSearch.js +300 -0
  149. package/src/core/model/node-graph/visual/layout/RouteSet.d.ts +86 -0
  150. package/src/core/model/node-graph/visual/layout/RouteSet.d.ts.map +1 -0
  151. package/src/core/model/node-graph/visual/layout/RouteSet.js +168 -0
  152. package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.d.ts +48 -0
  153. package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.d.ts.map +1 -0
  154. package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.js +555 -0
  155. package/src/core/model/node-graph/visual/layout/layout_assign_layers.d.ts +34 -0
  156. package/src/core/model/node-graph/visual/layout/layout_assign_layers.d.ts.map +1 -0
  157. package/src/core/model/node-graph/visual/layout/layout_assign_layers.js +202 -0
  158. package/src/core/model/node-graph/visual/layout/layout_break_cycles.d.ts +34 -0
  159. package/src/core/model/node-graph/visual/layout/layout_break_cycles.d.ts.map +1 -0
  160. package/src/core/model/node-graph/visual/layout/layout_break_cycles.js +254 -0
  161. package/src/core/model/node-graph/visual/layout/layout_build_problem.d.ts +29 -0
  162. package/src/core/model/node-graph/visual/layout/layout_build_problem.d.ts.map +1 -0
  163. package/src/core/model/node-graph/visual/layout/layout_build_problem.js +184 -0
  164. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.d.ts +29 -0
  165. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.d.ts.map +1 -0
  166. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.js +95 -0
  167. package/src/core/model/node-graph/visual/layout/layout_node_graph.d.ts +56 -0
  168. package/src/core/model/node-graph/visual/layout/layout_node_graph.d.ts.map +1 -0
  169. package/src/core/model/node-graph/visual/layout/layout_node_graph.js +131 -0
  170. package/src/core/model/node-graph/visual/layout/layout_order_layers.d.ts +36 -0
  171. package/src/core/model/node-graph/visual/layout/layout_order_layers.d.ts.map +1 -0
  172. package/src/core/model/node-graph/visual/layout/layout_order_layers.js +415 -0
  173. package/src/core/model/node-graph/visual/layout/layout_orient_links.d.ts +21 -0
  174. package/src/core/model/node-graph/visual/layout/layout_orient_links.d.ts.map +1 -0
  175. package/src/core/model/node-graph/visual/layout/layout_orient_links.js +49 -0
  176. package/src/core/model/node-graph/visual/layout/route_connections.d.ts +41 -0
  177. package/src/core/model/node-graph/visual/layout/route_connections.d.ts.map +1 -0
  178. package/src/core/model/node-graph/visual/layout/route_connections.js +309 -0
  179. package/src/core/model/node-graph/visual/layout/route_grid_build.d.ts +33 -0
  180. package/src/core/model/node-graph/visual/layout/route_grid_build.d.ts.map +1 -0
  181. package/src/core/model/node-graph/visual/layout/route_grid_build.js +237 -0
  182. package/src/core/model/node-graph/visual/layout/route_nudge.d.ts +25 -0
  183. package/src/core/model/node-graph/visual/layout/route_nudge.d.ts.map +1 -0
  184. package/src/core/model/node-graph/visual/layout/route_nudge.js +220 -0
  185. package/src/core/model/node-graph/visual/layout/route_to_spline.d.ts +29 -0
  186. package/src/core/model/node-graph/visual/layout/route_to_spline.d.ts.map +1 -0
  187. package/src/core/model/node-graph/visual/layout/route_to_spline.js +120 -0
  188. package/src/engine/EngineHarness.d.ts.map +1 -1
  189. package/src/engine/EngineHarness.js +593 -586
  190. package/src/engine/EntityCreator.js +116 -116
  191. package/src/engine/achievements/AchievementManager.js +437 -437
  192. package/src/engine/animation/AnimatedActions.js +111 -111
  193. package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
  194. package/src/engine/animation/AnimationUtils.js +246 -234
  195. package/src/engine/animation/Animations.d.ts +1 -0
  196. package/src/engine/animation/Animations.d.ts.map +1 -1
  197. package/src/engine/animation/Animations.js +13 -5
  198. package/src/engine/animation/clip/bind_property_writer.d.ts.map +1 -1
  199. package/src/engine/animation/clip/bind_property_writer.js +12 -5
  200. package/src/engine/animation/curve/binding/BoundTransform64Writer.d.ts +29 -0
  201. package/src/engine/animation/curve/binding/BoundTransform64Writer.d.ts.map +1 -0
  202. package/src/engine/animation/curve/binding/BoundTransform64Writer.js +80 -0
  203. package/src/engine/animation/removeEntityWithMeshParticlesEffect.js +4 -4
  204. package/src/engine/asset/loaders/gltf_test_fixtures.d.ts.map +1 -1
  205. package/src/engine/asset/loaders/gltf_test_fixtures.js +5 -4
  206. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +12 -12
  207. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  208. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +77 -44
  209. package/src/engine/control/first-person/abilities/LedgeGrab.js +1 -1
  210. package/src/engine/control/first-person/abilities/Mantle.js +1 -1
  211. package/src/engine/control/first-person/abilities/Slide.js +1 -1
  212. package/src/engine/control/first-person/collision/KinematicMover.d.ts +5 -9
  213. package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
  214. package/src/engine/control/first-person/collision/KinematicMover.js +59 -29
  215. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +2 -2
  216. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  217. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +7 -7
  218. package/src/engine/ecs/EventType.d.ts +1 -0
  219. package/src/engine/ecs/EventType.js +35 -10
  220. package/src/engine/ecs/dynamic_actions/actions/definition/SendRequestActionDescription.d.ts.map +1 -1
  221. package/src/engine/ecs/dynamic_actions/actions/definition/SendRequestActionDescription.js +12 -4
  222. package/src/engine/ecs/fow/FogOfWarRevealerSystem.d.ts +4 -4
  223. package/src/engine/ecs/fow/FogOfWarRevealerSystem.d.ts.map +1 -1
  224. package/src/engine/ecs/fow/FogOfWarRevealerSystem.js +10 -11
  225. package/src/engine/ecs/grid/pick.js +1 -1
  226. package/src/engine/ecs/gui/hud/HeadsUpDisplaySystem.d.ts +1 -1
  227. package/src/engine/ecs/gui/hud/HeadsUpDisplaySystem.js +13 -13
  228. package/src/engine/ecs/gui/hud/testHudEdgeStick.js +3 -3
  229. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts +10 -10
  230. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts.map +1 -1
  231. package/src/engine/ecs/ik/InverseKinematicsSystem.js +8 -8
  232. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.d.ts.map +1 -1
  233. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +120 -97
  234. package/src/engine/ecs/ik/ik_bone_chain.d.ts +16 -5
  235. package/src/engine/ecs/ik/ik_bone_chain.d.ts.map +1 -1
  236. package/src/engine/ecs/ik/ik_bone_chain.js +16 -4
  237. package/src/engine/ecs/ik/ik_probe_terrain_contact.d.ts +7 -3
  238. package/src/engine/ecs/ik/ik_probe_terrain_contact.d.ts.map +1 -1
  239. package/src/engine/ecs/ik/ik_probe_terrain_contact.js +20 -16
  240. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts +18 -0
  241. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts.map +1 -0
  242. package/src/engine/ecs/ik/ik_write_local_rotation.js +30 -0
  243. package/src/engine/ecs/parent/EntityNode.d.ts +24 -6
  244. package/src/engine/ecs/parent/EntityNode.d.ts.map +1 -1
  245. package/src/engine/ecs/parent/EntityNode.js +54 -42
  246. package/src/engine/ecs/parent/EntityNodeFlags.d.ts +0 -1
  247. package/src/engine/ecs/parent/EntityNodeFlags.js +7 -8
  248. package/src/engine/ecs/speaker/VoiceSystem.d.ts +2 -2
  249. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  250. package/src/engine/ecs/speaker/VoiceSystem.js +4 -4
  251. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  252. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
  253. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +5 -2
  254. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  255. package/src/engine/ecs/terrain/ecs/Terrain.js +7 -4
  256. package/src/engine/ecs/terrain/ecs/TerrainSystem.js +3 -3
  257. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.d.ts +7 -7
  258. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.d.ts.map +1 -1
  259. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.js +84 -36
  260. package/src/engine/ecs/transform/TRANSFORM64_MIGRATION_PLAN_2026_09_04.md +513 -0
  261. package/src/engine/ecs/transform/Transform64.d.ts +48 -11
  262. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  263. package/src/engine/ecs/transform/Transform64.js +54 -15
  264. package/src/engine/ecs/transform/Transform64SerializationAdapter.d.ts +37 -0
  265. package/src/engine/ecs/transform/Transform64SerializationAdapter.d.ts.map +1 -0
  266. package/src/engine/ecs/transform/Transform64SerializationAdapter.js +75 -0
  267. package/src/engine/ecs/transform/__probe.d.ts +4 -0
  268. package/src/engine/ecs/transform/__probe.d.ts.map +1 -0
  269. package/src/engine/ecs/transform/t64_allocation_probe.d.ts +31 -0
  270. package/src/engine/ecs/transform/t64_allocation_probe.d.ts.map +1 -0
  271. package/src/engine/ecs/transform/t64_allocation_probe.js +78 -0
  272. package/src/engine/ecs/transform/t64_announce_change.d.ts +33 -0
  273. package/src/engine/ecs/transform/t64_announce_change.d.ts.map +1 -0
  274. package/src/engine/ecs/transform/t64_announce_change.js +39 -0
  275. package/src/engine/ecs/transform/t64_equals_components.d.ts +30 -0
  276. package/src/engine/ecs/transform/t64_equals_components.d.ts.map +1 -0
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  992. package/src/shade/renderer/rasterize/native/oit/graph_rasterize_meshes_transparent_oit.js +665 -722
  993. package/src/shade/renderer/rasterize/native/oit/shader_oit_generate_moments.js +3 -3
  994. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments.js +4 -4
  995. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +4 -4
  996. package/src/shade/renderer/rasterize/standard/graph_rasterize_scene.d.ts +7 -2
  997. package/src/shade/renderer/rasterize/standard/graph_rasterize_scene.d.ts.map +1 -1
  998. package/src/shade/renderer/rasterize/standard/graph_rasterize_scene.js +16 -2
  999. package/src/shade/renderer/scene/optimization/geometry/geometry_deduplicate.d.ts +3 -3
  1000. package/src/shade/renderer/scene/optimization/geometry/geometry_deduplicate.d.ts.map +1 -1
  1001. package/src/shade/renderer/scene/optimization/geometry/geometry_deduplicate.js +29 -23
  1002. package/src/shade/renderer/scene/optimization/geometry/internal/anchor_grow_topological.d.ts +2 -2
  1003. package/src/shade/renderer/scene/optimization/geometry/internal/anchor_grow_topological.d.ts.map +1 -1
  1004. package/src/shade/renderer/scene/optimization/geometry/internal/anchor_grow_topological.js +3 -3
  1005. package/src/shade/renderer/scene/optimization/geometry/internal/cover_greedy.d.ts +4 -4
  1006. package/src/shade/renderer/scene/optimization/geometry/internal/cover_greedy.d.ts.map +1 -1
  1007. package/src/shade/renderer/scene/optimization/geometry/internal/cover_greedy.js +2 -2
  1008. package/src/shade/renderer/scene/optimization/geometry/internal/match_refit_validate.d.ts +2 -2
  1009. package/src/shade/renderer/scene/optimization/geometry/internal/match_refit_validate.d.ts.map +1 -1
  1010. package/src/shade/renderer/scene/optimization/geometry/internal/match_refit_validate.js +2 -2
  1011. package/src/shade/renderer/scene/optimization/geometry/internal/match_solve_transform.d.ts +7 -7
  1012. package/src/shade/renderer/scene/optimization/geometry/internal/match_solve_transform.d.ts.map +1 -1
  1013. package/src/shade/renderer/scene/optimization/geometry/internal/match_solve_transform.js +79 -71
  1014. package/src/shade/renderer/shader/chunk/math/chunk_lower_bound_branchless.d.ts.map +1 -1
  1015. package/src/shade/renderer/shader/chunk/math/chunk_lower_bound_branchless.js +3 -1
  1016. package/src/shade/renderer/shader/chunk/random/chunk_hash_to_float01.d.ts +13 -3
  1017. package/src/shade/renderer/shader/chunk/random/chunk_hash_to_float01.d.ts.map +1 -1
  1018. package/src/shade/renderer/shader/chunk/random/chunk_hash_to_float01.js +15 -5
  1019. package/src/shade/renderer/shader/chunk/random/chunk_random_uint.d.ts +8 -0
  1020. package/src/shade/renderer/shader/chunk/random/chunk_random_uint.d.ts.map +1 -1
  1021. package/src/shade/renderer/shader/chunk/random/chunk_random_uint.js +15 -5
  1022. package/src/shade/renderer/shader/chunk/random/pcg/chunk_pcg.d.ts +7 -0
  1023. package/src/shade/renderer/shader/chunk/random/pcg/chunk_pcg.d.ts.map +1 -1
  1024. package/src/shade/renderer/shader/chunk/random/pcg/chunk_pcg.js +17 -7
  1025. package/src/shade/renderer/shader/chunk/random/pcg/chunk_pcg_advance.d.ts +17 -0
  1026. package/src/shade/renderer/shader/chunk/random/pcg/chunk_pcg_advance.d.ts.map +1 -0
  1027. package/src/shade/renderer/shader/chunk/random/pcg/chunk_pcg_advance.js +26 -0
  1028. package/src/shade/renderer/shader/chunk/random/pcg/chunk_pcg_output.d.ts +15 -0
  1029. package/src/shade/renderer/shader/chunk/random/pcg/chunk_pcg_output.d.ts.map +1 -0
  1030. package/src/shade/renderer/shader/chunk/random/pcg/chunk_pcg_output.js +26 -0
  1031. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts.map +1 -1
  1032. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.js +8 -2
  1033. package/src/shade/renderer/shadow/map/PointLightShadowmap.d.ts.map +1 -1
  1034. package/src/shade/renderer/shadow/map/PointLightShadowmap.js +7 -2
  1035. package/src/shade/renderer/shadow/map/SpotLightShadowmap.d.ts.map +1 -1
  1036. package/src/shade/renderer/shadow/map/SpotLightShadowmap.js +3 -15
  1037. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.d.ts.map +1 -1
  1038. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.js +10 -4
  1039. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.d.ts.map +1 -1
  1040. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.js +7 -2
  1041. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +2 -2
  1042. package/src/shade/renderer/volumetrics/ParticipatingMediaVolume.d.ts +3 -3
  1043. package/src/shade/renderer/volumetrics/ParticipatingMediaVolume.d.ts.map +1 -1
  1044. package/src/shade/renderer/volumetrics/ParticipatingMediaVolume.js +3 -3
  1045. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  1046. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +66 -5
  1047. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  1048. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +35 -4
  1049. package/src/view/minimap/Minimap.d.ts.map +1 -1
  1050. package/src/view/minimap/Minimap.js +227 -225
  1051. package/src/view/minimap/MinimapCanvasView.js +3 -3
  1052. package/src/view/minimap/MinimapMarker.d.ts +45 -0
  1053. package/src/view/minimap/MinimapMarker.d.ts.map +1 -0
  1054. package/src/view/minimap/MinimapMarker.js +80 -0
  1055. package/src/view/minimap/MinimapMarkerCollection.d.ts +6 -5
  1056. package/src/view/minimap/MinimapMarkerCollection.d.ts.map +1 -1
  1057. package/src/view/minimap/MinimapMarkerCollection.js +6 -6
  1058. package/src/view/minimap/MinimapMarkerSerializationAdapter.d.ts +19 -0
  1059. package/src/view/minimap/MinimapMarkerSerializationAdapter.d.ts.map +1 -0
  1060. package/src/view/minimap/MinimapMarkerSerializationAdapter.js +42 -0
  1061. package/src/view/minimap/dom/MinimapCameraView.d.ts +1 -1
  1062. package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
  1063. package/src/view/minimap/dom/MinimapCameraView.js +23 -4
  1064. package/src/view/minimap/dom/MinimapMarkerView.js +3 -3
  1065. package/src/view/minimap/gl/MarkerGL.js +3 -3
  1066. package/src/view/util/DomLayoutFrame.d.ts +53 -0
  1067. package/src/view/util/DomLayoutFrame.d.ts.map +1 -0
  1068. package/src/view/util/DomLayoutFrame.js +122 -0
  1069. package/src/core/model/node-graph/visual/layout/BoxLayoutSpec.js +0 -19
  1070. package/src/core/model/node-graph/visual/layout/ConnectedBoxLayouter.js +0 -241
  1071. package/src/core/model/node-graph/visual/layout/ConnectionEndpointLayoutSpec.js +0 -40
  1072. package/src/core/model/node-graph/visual/layout/ConnectionLayoutSpec.js +0 -28
  1073. package/src/engine/ecs/util/hideEntityGracefully.js +0 -196
  1074. package/src/shade/renderer/particles/cull/chunk_particle_cull.js +0 -38
  1075. package/src/shade/renderer/particles/data/PARTICLE_EMITTER_LAYOUT.js +0 -214
  1076. package/src/shade/renderer/particles/particle_prototype.d.ts.map +0 -1
  1077. package/src/shade/renderer/particles/runtime/ParticleSpawnScheduler.js +0 -86
  1078. package/src/shade/renderer/particles/runtime/spawn_request_encoding.js +0 -52
  1079. package/src/shade/renderer/particles/shaders/chunk_particle_context.js +0 -58
  1080. package/src/shade/renderer/rasterize/native/oit/FORWARD_VERTEX_SHADER_STRUCT.d.ts +0 -3
  1081. package/src/shade/renderer/rasterize/native/oit/FORWARD_VERTEX_SHADER_STRUCT.d.ts.map +0 -1
  1082. package/src/shade/renderer/rasterize/native/oit/SHADING_SCENE_RESOURCE_GROUP.d.ts +0 -3
  1083. package/src/shade/renderer/rasterize/native/oit/SHADING_SCENE_RESOURCE_GROUP.d.ts.map +0 -1
  1084. package/src/shade/renderer/rasterize/native/oit/SHADING_SCENE_RESOURCE_GROUP.js +0 -17
  1085. package/src/shade/renderer/rasterize/native/oit/chunk_forward_shade_standard_fragment_brick4.d.ts.map +0 -1
  1086. package/src/shade/renderer/rasterize/native/oit/chunk_forward_shade_standard_fragment_ibl.d.ts.map +0 -1
  1087. package/src/shade/renderer/rasterize/native/oit/chunk_material_side_should_draw.d.ts.map +0 -1
  1088. package/src/shade/renderer/rasterize/native/oit/vertex_shader_chunk.d.ts +0 -3
  1089. package/src/shade/renderer/rasterize/native/oit/vertex_shader_chunk.d.ts.map +0 -1
@@ -17,20 +17,90 @@
17
17
  */
18
18
  export const PARTICLE_RECORD_WORD_COUNT: number;
19
19
  /**
20
- * Word index (within a record) that stores the owning emitter's index.
20
+ * Word index (within a record) of the header word: the owning emitter's row and that row's
21
+ * generation, packed as {@link ./data/particle_header.js} describes.
21
22
  * @type {number}
22
23
  */
23
24
  export const PARTICLE_RECORD_HEADER_EMITTER: number;
25
+ /**
26
+ * Threads per workgroup in the emitter tick dispatch, which walks the emitter table a page group at
27
+ * a time through the table's page iterator. That iterator caches one occupancy word per 32 lanes,
28
+ * so this has to be a multiple of 32.
29
+ *
30
+ * @type {number}
31
+ */
32
+ export const PARTICLE_EMITTER_TICK_WORKGROUP_SIZE: number;
33
+ /**
34
+ * Words per entry of the spawn-command list the host hands the GPU: `[emitter row, count]`.
35
+ * @type {number}
36
+ */
37
+ export const PARTICLE_SPAWN_COMMAND_WORDS: number;
38
+ /**
39
+ * Words in front of the packed program buffer: word {@link PARTICLE_PROGRAM_CODE_BASE_WORD} holds
40
+ * the word index the instruction section starts at; the constant pool follows the header, so the
41
+ * one buffer is `[header][constants][code]` — data, then code, and one binding for both.
42
+ *
43
+ * Four words is now just room to grow the header: the pool is addressed by word, so nothing after
44
+ * it needs a `vec4` boundary to land on. That was the original reason for the number.
45
+ *
46
+ * @type {number}
47
+ */
48
+ export const PARTICLE_PROGRAM_HEADER_WORDS: number;
49
+ /**
50
+ * Header word holding the instruction section's first word index.
51
+ * @type {number}
52
+ */
53
+ export const PARTICLE_PROGRAM_CODE_BASE_WORD: number;
54
+ /**
55
+ * Bins the render-order depth sort quantises view depth into. More bins is a finer back-to-front
56
+ * order at the cost of a longer histogram; particles that land in one bin draw in an order the
57
+ * scatter's atomics decide.
58
+ *
59
+ * @type {number}
60
+ */
61
+ export const PARTICLE_SORT_BUCKET_COUNT: number;
24
62
  /**
25
63
  * First word index available for user-defined attributes.
26
64
  * @type {number}
27
65
  */
28
66
  export const PARTICLE_RECORD_USER_WORD_START: number;
29
67
  /**
30
- * Number of vec4f registers in the VM register file. Each register is 4 lanes; scalars live in `.x`.
68
+ * Size of the VM register file, in `f32` slots. A register IS a slot: a `vec3` value is three
69
+ * consecutive ones, and an instruction's width says how many its operands span.
70
+ *
71
+ * This is the interpreter's single largest cost and it is paid by every program, not just the ones
72
+ * that need it: `vm_reg` is a `var<private>` array the VM indexes dynamically, which lands in
73
+ * registers rather than scratch, so the file's size sets the shader's register footprint outright.
74
+ * Compiled to RDNA2 (gfx1030, wave32), 32 slots cost 47 VGPRs against a 16-wave occupancy cap that
75
+ * anything at or below 64 VGPRs reaches. Sixteen `vec4` registers — what this was — cost 81 and
76
+ * held the shader to 10 waves.
77
+ *
78
+ * Scalar slots are also what makes the number go further than the same count of floats did as
79
+ * `vec4`s: eight `vec4` registers hold eight values whatever their width, while 32 slots hold ten
80
+ * `vec3`s or 32 scalars. The playground's fire effect, the most involved in the tree, peaks at 11
81
+ * slots live.
82
+ *
83
+ * A graph that needs more gets a clear error out of `compile_particle_graph.js` rather than silent
84
+ * corruption, and the fix for it is to raise this number and re-measure — not to assume the headroom
85
+ * was free.
86
+ *
87
+ * ## Why 48 and not 32
88
+ *
89
+ * The node library gained {@link ./graph/ParticleNodeGroup.js groups}, and with them simplex and curl
90
+ * noise. Those are hundreds of instructions with a wide working set, and 32 slots is not enough for
91
+ * any of them: measured peaks are 26 for `simplex3`, 33 for `simplex4`, 32 for `curl3` and 40 for
92
+ * `curl4` — the last with a whole effect's worth of arithmetic still to fit around it.
93
+ *
94
+ * 48 is the largest number that the measurement above says is free. At 32 slots the shader compiled
95
+ * to 47 VGPRs, and a slot is about a VGPR, so 48 lands around 63 — still at or under the 64 that
96
+ * reaches the 16-wave occupancy cap. **That arithmetic has not been re-measured against a real
97
+ * driver.** It is the model the paragraphs above were written from, and it is a model; anyone
98
+ * changing this number again, or wanting to be sure of this one, should compile the simulate shader
99
+ * offline and read the register count rather than trust it.
100
+ *
31
101
  * @type {number}
32
102
  */
33
- export const PARTICLE_VM_REGISTER_COUNT: number;
103
+ export const PARTICLE_VM_REGISTER_SLOTS: number;
34
104
  /**
35
105
  * Number of `u32` words per VM instruction: `[op, dst, s0, s1, s2]`.
36
106
  * @type {number}
@@ -39,6 +109,17 @@ export const PARTICLE_VM_INSTRUCTION_WORDS: number;
39
109
  /**
40
110
  * Hard cap on instructions executed by a single VM program invocation. A safety bound so a malformed
41
111
  * program can never spin the GPU; the interpreter's loop is `for (i in 0..LIMIT)`.
112
+ *
113
+ * A bound and not a cost: the loop runs `min(instruction_count, LIMIT)` times, so a program of forty
114
+ * instructions costs forty whatever this says. What it does cost is the refusal — a program past it
115
+ * does not assemble — and the effects that library groups make possible are far past what 256 was.
116
+ * `curl4` alone is about six thousand instructions, being twelve four-dimensional simplex samples
117
+ * with no loop to put them in.
118
+ *
119
+ * Which is worth saying plainly rather than only in a constant: an effect built on curl noise runs
120
+ * thousands of VM instructions per particle per frame. That is not a budget anyone should spend
121
+ * without meaning to, and it is why the expensive groups say what they cost in their own help text.
122
+ *
42
123
  * @type {number}
43
124
  */
44
125
  export const PARTICLE_VM_MAX_INSTRUCTIONS: number;
@@ -73,4 +154,16 @@ export const PARTICLE_SIMULATE_WORKGROUP_SIZE: number;
73
154
  * @type {number}
74
155
  */
75
156
  export const PARTICLE_SIM_PAD_SLOT: number;
157
+ /**
158
+ * View-space distance, in world units, over which a soft-depth particle fades out as it approaches
159
+ * the opaque surface behind it.
160
+ *
161
+ * Read by the two passes that have to agree on a fragment's coverage: the AVBOIT draw, which weights
162
+ * the accumulators by it, and the AVBOIT splat, which records the extinction the volume then hands
163
+ * to everything behind. A fade in one and not the other is a surface that is invisible and still
164
+ * occludes.
165
+ *
166
+ * @type {number}
167
+ */
168
+ export const PARTICLE_SOFT_FADE_RANGE: number;
76
169
  //# sourceMappingURL=ParticleConstants.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"ParticleConstants.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/particles/ParticleConstants.js"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAEH;;;;;;;;;GASG;AACH,yCAFU,MAAM,CAE6B;AAE7C;;;GAGG;AACH,6CAFU,MAAM,CAEgC;AAEhD;;;GAGG;AACH,8CAFU,MAAM,CAEiC;AAEjD;;;GAGG;AACH,yCAFU,MAAM,CAE6B;AAE7C;;;GAGG;AACH,4CAFU,MAAM,CAE+B;AAE/C;;;;GAIG;AACH,2CAFU,MAAM,CAEgC;AAEhD;;;;;;;;;;;;;;;GAeG;AACH,+CAFU,MAAM,CAEmC;AAEnD;;;;;;;;;;;;GAYG;AACH,oCAFU,MAAM,CAEgC"}
1
+ {"version":3,"file":"ParticleConstants.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/particles/ParticleConstants.js"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAEH;;;;;;;;;GASG;AACH,yCAFU,MAAM,CAE6B;AAE7C;;;;GAIG;AACH,6CAFU,MAAM,CAEgC;AAEhD;;;;;;GAMG;AACH,mDAFU,MAAM,CAEuC;AAEvD;;;GAGG;AACH,2CAFU,MAAM,CAE8B;AAE9C;;;;;;;;;GASG;AACH,4CAFU,MAAM,CAE+B;AAE/C;;;GAGG;AACH,8CAFU,MAAM,CAEiC;AAEjD;;;;;;GAMG;AACH,yCAFU,MAAM,CAE+B;AAE/C;;;GAGG;AACH,8CAFU,MAAM,CAEiC;AAEjD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AACH,yCAFU,MAAM,CAE6B;AAE7C;;;GAGG;AACH,4CAFU,MAAM,CAE+B;AAE/C;;;;;;;;;;;;;;;GAeG;AACH,2CAFU,MAAM,CAEiC;AAEjD;;;;;;;;;;;;;;;GAeG;AACH,+CAFU,MAAM,CAEmC;AAEnD;;;;;;;;;;;;GAYG;AACH,oCAFU,MAAM,CAEgC;AAEhD;;;;;;;;;;GAUG;AACH,uCAFU,MAAM,CAE4B"}
@@ -19,11 +19,54 @@
19
19
  export const PARTICLE_RECORD_WORD_COUNT = 32;
20
20
 
21
21
  /**
22
- * Word index (within a record) that stores the owning emitter's index.
22
+ * Word index (within a record) of the header word: the owning emitter's row and that row's
23
+ * generation, packed as {@link ./data/particle_header.js} describes.
23
24
  * @type {number}
24
25
  */
25
26
  export const PARTICLE_RECORD_HEADER_EMITTER = 0;
26
27
 
28
+ /**
29
+ * Threads per workgroup in the emitter tick dispatch, which walks the emitter table a page group at
30
+ * a time through the table's page iterator. That iterator caches one occupancy word per 32 lanes,
31
+ * so this has to be a multiple of 32.
32
+ *
33
+ * @type {number}
34
+ */
35
+ export const PARTICLE_EMITTER_TICK_WORKGROUP_SIZE = 64;
36
+
37
+ /**
38
+ * Words per entry of the spawn-command list the host hands the GPU: `[emitter row, count]`.
39
+ * @type {number}
40
+ */
41
+ export const PARTICLE_SPAWN_COMMAND_WORDS = 2;
42
+
43
+ /**
44
+ * Words in front of the packed program buffer: word {@link PARTICLE_PROGRAM_CODE_BASE_WORD} holds
45
+ * the word index the instruction section starts at; the constant pool follows the header, so the
46
+ * one buffer is `[header][constants][code]` — data, then code, and one binding for both.
47
+ *
48
+ * Four words is now just room to grow the header: the pool is addressed by word, so nothing after
49
+ * it needs a `vec4` boundary to land on. That was the original reason for the number.
50
+ *
51
+ * @type {number}
52
+ */
53
+ export const PARTICLE_PROGRAM_HEADER_WORDS = 4;
54
+
55
+ /**
56
+ * Header word holding the instruction section's first word index.
57
+ * @type {number}
58
+ */
59
+ export const PARTICLE_PROGRAM_CODE_BASE_WORD = 0;
60
+
61
+ /**
62
+ * Bins the render-order depth sort quantises view depth into. More bins is a finer back-to-front
63
+ * order at the cost of a longer histogram; particles that land in one bin draw in an order the
64
+ * scatter's atomics decide.
65
+ *
66
+ * @type {number}
67
+ */
68
+ export const PARTICLE_SORT_BUCKET_COUNT = 1024;
69
+
27
70
  /**
28
71
  * First word index available for user-defined attributes.
29
72
  * @type {number}
@@ -31,10 +74,42 @@ export const PARTICLE_RECORD_HEADER_EMITTER = 0;
31
74
  export const PARTICLE_RECORD_USER_WORD_START = 1;
32
75
 
33
76
  /**
34
- * Number of vec4f registers in the VM register file. Each register is 4 lanes; scalars live in `.x`.
77
+ * Size of the VM register file, in `f32` slots. A register IS a slot: a `vec3` value is three
78
+ * consecutive ones, and an instruction's width says how many its operands span.
79
+ *
80
+ * This is the interpreter's single largest cost and it is paid by every program, not just the ones
81
+ * that need it: `vm_reg` is a `var<private>` array the VM indexes dynamically, which lands in
82
+ * registers rather than scratch, so the file's size sets the shader's register footprint outright.
83
+ * Compiled to RDNA2 (gfx1030, wave32), 32 slots cost 47 VGPRs against a 16-wave occupancy cap that
84
+ * anything at or below 64 VGPRs reaches. Sixteen `vec4` registers — what this was — cost 81 and
85
+ * held the shader to 10 waves.
86
+ *
87
+ * Scalar slots are also what makes the number go further than the same count of floats did as
88
+ * `vec4`s: eight `vec4` registers hold eight values whatever their width, while 32 slots hold ten
89
+ * `vec3`s or 32 scalars. The playground's fire effect, the most involved in the tree, peaks at 11
90
+ * slots live.
91
+ *
92
+ * A graph that needs more gets a clear error out of `compile_particle_graph.js` rather than silent
93
+ * corruption, and the fix for it is to raise this number and re-measure — not to assume the headroom
94
+ * was free.
95
+ *
96
+ * ## Why 48 and not 32
97
+ *
98
+ * The node library gained {@link ./graph/ParticleNodeGroup.js groups}, and with them simplex and curl
99
+ * noise. Those are hundreds of instructions with a wide working set, and 32 slots is not enough for
100
+ * any of them: measured peaks are 26 for `simplex3`, 33 for `simplex4`, 32 for `curl3` and 40 for
101
+ * `curl4` — the last with a whole effect's worth of arithmetic still to fit around it.
102
+ *
103
+ * 48 is the largest number that the measurement above says is free. At 32 slots the shader compiled
104
+ * to 47 VGPRs, and a slot is about a VGPR, so 48 lands around 63 — still at or under the 64 that
105
+ * reaches the 16-wave occupancy cap. **That arithmetic has not been re-measured against a real
106
+ * driver.** It is the model the paragraphs above were written from, and it is a model; anyone
107
+ * changing this number again, or wanting to be sure of this one, should compile the simulate shader
108
+ * offline and read the register count rather than trust it.
109
+ *
35
110
  * @type {number}
36
111
  */
37
- export const PARTICLE_VM_REGISTER_COUNT = 16;
112
+ export const PARTICLE_VM_REGISTER_SLOTS = 48;
38
113
 
39
114
  /**
40
115
  * Number of `u32` words per VM instruction: `[op, dst, s0, s1, s2]`.
@@ -45,9 +120,20 @@ export const PARTICLE_VM_INSTRUCTION_WORDS = 5;
45
120
  /**
46
121
  * Hard cap on instructions executed by a single VM program invocation. A safety bound so a malformed
47
122
  * program can never spin the GPU; the interpreter's loop is `for (i in 0..LIMIT)`.
123
+ *
124
+ * A bound and not a cost: the loop runs `min(instruction_count, LIMIT)` times, so a program of forty
125
+ * instructions costs forty whatever this says. What it does cost is the refusal — a program past it
126
+ * does not assemble — and the effects that library groups make possible are far past what 256 was.
127
+ * `curl4` alone is about six thousand instructions, being twelve four-dimensional simplex samples
128
+ * with no loop to put them in.
129
+ *
130
+ * Which is worth saying plainly rather than only in a constant: an effect built on curl noise runs
131
+ * thousands of VM instructions per particle per frame. That is not a budget anyone should spend
132
+ * without meaning to, and it is why the expensive groups say what they cost in their own help text.
133
+ *
48
134
  * @type {number}
49
135
  */
50
- export const PARTICLE_VM_MAX_INSTRUCTIONS = 256;
136
+ export const PARTICLE_VM_MAX_INSTRUCTIONS = 8192;
51
137
 
52
138
  /**
53
139
  * Threads per workgroup in the simulate dispatch — and therefore the granularity the simulate input
@@ -81,3 +167,16 @@ export const PARTICLE_SIMULATE_WORKGROUP_SIZE = 64;
81
167
  * @type {number}
82
168
  */
83
169
  export const PARTICLE_SIM_PAD_SLOT = 0xffffffff;
170
+
171
+ /**
172
+ * View-space distance, in world units, over which a soft-depth particle fades out as it approaches
173
+ * the opaque surface behind it.
174
+ *
175
+ * Read by the two passes that have to agree on a fragment's coverage: the AVBOIT draw, which weights
176
+ * the accumulators by it, and the AVBOIT splat, which records the extinction the volume then hands
177
+ * to everything behind. A fade in one and not the other is a surface that is invisible and still
178
+ * occludes.
179
+ *
180
+ * @type {number}
181
+ */
182
+ export const PARTICLE_SOFT_FADE_RANGE = 0.5;
@@ -27,7 +27,7 @@
27
27
  * @param {GPUBuffer} params.gpu.sim_bucket_counts raw (unpadded) per-bucket counts
28
28
  * @param {GPUBuffer} params.gpu.sim_cursor per-bucket scatter cursor
29
29
  * @param {GPUBuffer} params.gpu.sim_dispatch_args indirect args for the two per-particle passes
30
- * @param {number} params.emitters graph handle of the packed emitter records
30
+ * @param {number} params.emitter_database graph handle of the emitter database buffer
31
31
  * @param {number} params.pool graph handle of the particle pool
32
32
  * @param {number} params.alive graph handle of this frame's compacted alive list
33
33
  * @param {number} params.counters graph handle of the atomic counters
@@ -36,9 +36,9 @@
36
36
  * GPUBuffer twice makes two resource entries the graph cannot see are the same memory, so the read
37
37
  * and the write end up on separate dependency chains
38
38
  * @param {number} params.bucket_count number of distinct compiled programs
39
- * @returns {{counters: number, sim_list: number}} the threaded handles downstream passes must read
39
+ * @returns {{counters: number, sim_list: number, dispatch_args: number}} the threaded handles downstream passes must read
40
40
  */
41
- export function graph_particle_bucket({ graph, gpu, emitters, pool, alive, counters, sim_list, bucket_count }: {
41
+ export function graph_particle_bucket({ graph, gpu, emitter_database, pool, alive, counters, sim_list, bucket_count }: {
42
42
  graph: import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
43
43
  gpu: {
44
44
  sim_list: GPUBuffer;
@@ -48,7 +48,7 @@ export function graph_particle_bucket({ graph, gpu, emitters, pool, alive, count
48
48
  sim_cursor: GPUBuffer;
49
49
  sim_dispatch_args: GPUBuffer;
50
50
  };
51
- emitters: number;
51
+ emitter_database: number;
52
52
  pool: number;
53
53
  alive: number;
54
54
  counters: number;
@@ -57,5 +57,6 @@ export function graph_particle_bucket({ graph, gpu, emitters, pool, alive, count
57
57
  }): {
58
58
  counters: number;
59
59
  sim_list: number;
60
+ dispatch_args: number;
60
61
  };
61
62
  //# sourceMappingURL=graph_particle_bucket.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"graph_particle_bucket.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/coherence/graph_particle_bucket.js"],"names":[],"mappings":"AAiBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAuCG;AACH;IAnBqG,KAAK,EAA/F,OAAO,8DAA8D,EAAE,UAAU;IAClE,GAAG;QACI,QAAQ;QACR,QAAQ;QACR,aAAa;QACb,iBAAiB;QACjB,UAAU;QACV,iBAAiB;;IACxB,QAAQ,EAAvB,MAAM;IACS,IAAI,EAAnB,MAAM;IACS,KAAK,EAApB,MAAM;IACS,QAAQ,EAAvB,MAAM;IACS,QAAQ,EAAvB,MAAM;IAIS,YAAY,EAA3B,MAAM;IACJ;IAAC,QAAQ,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAA;CAAC,CAqGhD"}
1
+ {"version":3,"file":"graph_particle_bucket.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/coherence/graph_particle_bucket.js"],"names":[],"mappings":"AAkBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAuCG;AACH;IAnBqG,KAAK,EAA/F,OAAO,8DAA8D,EAAE,UAAU;IAClE,GAAG;QACI,QAAQ;QACR,QAAQ;QACR,aAAa;QACb,iBAAiB;QACjB,UAAU;QACV,iBAAiB;;IACxB,gBAAgB,EAA/B,MAAM;IACS,IAAI,EAAnB,MAAM;IACS,KAAK,EAApB,MAAM;IACS,QAAQ,EAAvB,MAAM;IACS,QAAQ,EAAvB,MAAM;IAIS,YAAY,EAA3B,MAAM;;cACO,MAAM;cAAY,MAAM;mBAAiB,MAAM;EAwGtE"}
@@ -1,4 +1,5 @@
1
1
  import { assert } from "../../../../core/assert.js";
2
+ import { align_4 } from "../../../../core/binary/align_4.js";
2
3
  import { graph_compute_indirect_pass } from "../../shader/graph/compute/graph_compute_indirect_pass.js";
3
4
  import { graph_compute_pass } from "../../shader/graph/compute/graph_compute_pass.js";
4
5
  import { graph_import_buffer } from "../../shader/graph/graph_import_buffer.js";
@@ -44,7 +45,7 @@ import {
44
45
  * @param {GPUBuffer} params.gpu.sim_bucket_counts raw (unpadded) per-bucket counts
45
46
  * @param {GPUBuffer} params.gpu.sim_cursor per-bucket scatter cursor
46
47
  * @param {GPUBuffer} params.gpu.sim_dispatch_args indirect args for the two per-particle passes
47
- * @param {number} params.emitters graph handle of the packed emitter records
48
+ * @param {number} params.emitter_database graph handle of the emitter database buffer
48
49
  * @param {number} params.pool graph handle of the particle pool
49
50
  * @param {number} params.alive graph handle of this frame's compacted alive list
50
51
  * @param {number} params.counters graph handle of the atomic counters
@@ -53,16 +54,17 @@ import {
53
54
  * GPUBuffer twice makes two resource entries the graph cannot see are the same memory, so the read
54
55
  * and the write end up on separate dependency chains
55
56
  * @param {number} params.bucket_count number of distinct compiled programs
56
- * @returns {{counters: number, sim_list: number}} the threaded handles downstream passes must read
57
+ * @returns {{counters: number, sim_list: number, dispatch_args: number}} the threaded handles downstream passes must read
57
58
  */
58
- export function graph_particle_bucket({ graph, gpu, emitters, pool, alive, counters, sim_list, bucket_count }) {
59
+ export function graph_particle_bucket({ graph, gpu, emitter_database, pool, alive, counters, sim_list, bucket_count }) {
59
60
  assert.defined(graph, "graph");
60
61
  assert.isPositiveInteger(bucket_count, "bucket_count");
61
62
  assert.isNonNegativeInteger(sim_list, "sim_list");
62
63
 
63
64
  // Sized from the bucket count, which only changes when the emitter set does — so a caller that
64
65
  // added an emitter and did not reallocate gets told here rather than scattering out of bounds.
65
- const bin_words = PREFIX_SCAN_CSDLDF_HEADER_WORDS + round_up_4(bucket_count);
66
+ // Aligned up because the scan reads whole `vec4`s, so the last bin's tail is part of the buffer.
67
+ const bin_words = PREFIX_SCAN_CSDLDF_HEADER_WORDS + align_4(bucket_count);
66
68
  assert.greaterThanOrEqual(gpu.sim_histogram.size, bin_words * Uint32Array.BYTES_PER_ELEMENT, "sim_histogram is too small for the bucket count");
67
69
  assert.greaterThanOrEqual(gpu.sim_cursor.size, bucket_count * Uint32Array.BYTES_PER_ELEMENT, "sim_cursor is too small for the bucket count");
68
70
  assert.greaterThanOrEqual(gpu.sim_bucket_counts.size, bucket_count * Uint32Array.BYTES_PER_ELEMENT, "sim_bucket_counts is too small for the bucket count");
@@ -98,7 +100,7 @@ export function graph_particle_bucket({ graph, gpu, emitters, pool, alive, count
98
100
  const out = graph_compute_indirect_pass({
99
101
  graph,
100
102
  shader: shader_particle_bucket_histogram,
101
- bindings: { emitters, pool, alive, keys, histogram, counters },
103
+ bindings: { emitter_database, pool, alive, keys, histogram, counters },
102
104
  command: dispatch_args,
103
105
  });
104
106
  keys = out.keys;
@@ -153,7 +155,9 @@ export function graph_particle_bucket({ graph, gpu, emitters, pool, alive, count
153
155
  counters = out.counters;
154
156
  }
155
157
 
156
- return { counters, sim_list };
158
+ // `dispatch_args` goes back too: it holds one workgroup per live particle, written from the
159
+ // GPU's own alive count, which is exactly the shape the depth sort's per-particle passes need.
160
+ return { counters, sim_list, dispatch_args };
157
161
  }
158
162
 
159
163
  /**
@@ -165,15 +169,7 @@ export function graph_particle_bucket({ graph, gpu, emitters, pool, alive, count
165
169
  * @returns {number}
166
170
  */
167
171
  function reset_group_count(bucket_count) {
168
- const words = PREFIX_SCAN_CSDLDF_HEADER_WORDS + round_up_4(bucket_count);
172
+ const words = PREFIX_SCAN_CSDLDF_HEADER_WORDS + align_4(bucket_count);
169
173
 
170
174
  return Math.ceil(words / PARTICLE_SIMULATE_WORKGROUP_SIZE);
171
175
  }
172
-
173
- /**
174
- * @param {number} value
175
- * @returns {number} `value` rounded up to a multiple of four — the scan reads whole `vec4`s
176
- */
177
- function round_up_4(value) {
178
- return (value + 3) & ~3;
179
- }
@@ -12,8 +12,8 @@ export const shader_particle_bucket_reset: ComputeShader;
12
12
  * (see {@link ../runtime/ProgramArena.js}) and belong in one wave-coherent run. Keying on the
13
13
  * emitter index would split a run that was already coherent into one padded bucket per emitter.
14
14
  *
15
- * The emitter's program id is read by direct indexing rather than through
16
- * `particle_emitter_read` — decoding a whole 41-word record, transform matrix included, to reach one
15
+ * The program id is read through the table's single-FIELD accessor rather than
16
+ * `particle_emitter_read` — decoding a whole emitter record, transform matrix included, to reach one
17
17
  * word would be pure waste in a pass that touches every live particle.
18
18
  *
19
19
  * @type {ComputeShader}
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_bucket.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/coherence/shader_particle_bucket.js"],"names":[],"mappings":"AAwGA;;;;;;;GAOG;AACH,2CAFU,aAAa,CAyCpB;AAcH;;;;;;;;;;GAUG;AACH,+CAFU,aAAa,CAyBpB;AAYH;;;;;;;;;;GAUG;AACH,yCAFU,aAAa,CAmBpB;AAeH;;;;;;;;GAQG;AACH,6CAFU,aAAa,CAwBpB;AAcH;;;;;;;;;;;;GAYG;AACH,0CAFU,aAAa,CAiCpB;8BArV2B,+BAA+B"}
1
+ {"version":3,"file":"shader_particle_bucket.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/coherence/shader_particle_bucket.js"],"names":[],"mappings":"AA+GA;;;;;;;GAOG;AACH,2CAFU,aAAa,CAyCpB;AAcH;;;;;;;;;;GAUG;AACH,+CAFU,aAAa,CAuBpB;AAYH;;;;;;;;;;GAUG;AACH,yCAFU,aAAa,CAmBpB;AAeH;;;;;;;;GAQG;AACH,6CAFU,aAAa,CAwBpB;AAcH;;;;;;;;;;;;GAYG;AACH,0CAFU,aAAa,CAiCpB;8BA1V2B,+BAA+B"}
@@ -11,7 +11,9 @@ import {
11
11
  PARTICLE_SIM_PAD_SLOT,
12
12
  } from "../ParticleConstants.js";
13
13
  import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
14
- import { EMITTER_FIELD, EMITTER_STRIDE } from "../data/PARTICLE_EMITTER_LAYOUT.js";
14
+ import { PARTICLE_EMITTER_DESCRIPTOR } from "../data/PARTICLE_DATABASE_SPEC.js";
15
+ import { chunk_particle_emitter_program_id } from "../data/chunk_particle_emitter.js";
16
+ import { chunk_particle_header } from "../data/particle_header.js";
15
17
 
16
18
  /**
17
19
  * Simulation-order bucketing — the passes that make each simulate wave run ONE VM program.
@@ -26,6 +28,11 @@ import { EMITTER_FIELD, EMITTER_STRIDE } from "../data/PARTICLE_EMITTER_LAYOUT.j
26
28
  * a waterfall loop whose trip count is the number of DISTINCT register indices live in the wave.
27
29
  * Grouping the wave by program collapses both at once.
28
30
  *
31
+ * It is also load-bearing, not only a speed-up: the simulate pass reads its section parameters
32
+ * from the wave's first lane (`particle_wave_uniform` in `../shaders/shader_particle_simulate.js`),
33
+ * so a wave holding two programs would run one of them over the other's particles. The grouping is
34
+ * the contract that pass compiles against.
35
+ *
29
36
  * ## Shape
30
37
  *
31
38
  * The same three-phase shape the depth sort uses, with two small passes added for the padding:
@@ -82,7 +89,7 @@ const PAD_MASK = (~(WG - 1)) >>> 0;
82
89
  const WG_LOG = Math.log2(WG);
83
90
 
84
91
  /** Constants every pass in this file interpolates. */
85
- const COMMON = /* wgsl */ `
92
+ const COMMON = /* language=wgsl */ `
86
93
  const BUCKET_HEADER_WORDS : u32 = ${HEADER}u;
87
94
  const BUCKET_ALIGNMENT : u32 = ${WG}u;
88
95
  const BUCKET_PAD_MASK : u32 = ${PAD_MASK}u;
@@ -113,7 +120,7 @@ reset_resources.createGroup()
113
120
  export const shader_particle_bucket_reset = ComputeShader.from({
114
121
  label: "Particle Bucket Reset",
115
122
  resources: reset_resources,
116
- body: CodeChunk.from(/* wgsl */ `
123
+ body: CodeChunk.from(/* language=wgsl */ `
117
124
  ${COMMON}
118
125
 
119
126
  @compute @workgroup_size(${WG}, 1, 1)
@@ -156,7 +163,7 @@ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
156
163
  const histogram_resources = new ShaderResourceSetDescriptor();
157
164
 
158
165
  histogram_resources.createGroup()
159
- .addStorageBuffer("emitters", WebGPUArray.u32, false)
166
+ .addStorageBuffer("emitter_database", WebGPUArray.u32, false)
160
167
  .addStorageBuffer("pool", WebGPUArray.u32, false)
161
168
  .addStorageBuffer("alive", WebGPUArray.u32, false)
162
169
  .addStorageBuffer("keys", WebGPUArray.u32, true)
@@ -168,8 +175,8 @@ histogram_resources.createGroup()
168
175
  * (see {@link ../runtime/ProgramArena.js}) and belong in one wave-coherent run. Keying on the
169
176
  * emitter index would split a run that was already coherent into one padded bucket per emitter.
170
177
  *
171
- * The emitter's program id is read by direct indexing rather than through
172
- * `particle_emitter_read` — decoding a whole 41-word record, transform matrix included, to reach one
178
+ * The program id is read through the table's single-FIELD accessor rather than
179
+ * `particle_emitter_read` — decoding a whole emitter record, transform matrix included, to reach one
173
180
  * word would be pure waste in a pass that touches every live particle.
174
181
  *
175
182
  * @type {ComputeShader}
@@ -177,12 +184,10 @@ histogram_resources.createGroup()
177
184
  export const shader_particle_bucket_histogram = ComputeShader.from({
178
185
  label: "Particle Bucket Histogram",
179
186
  resources: histogram_resources,
180
- body: CodeChunk.from(/* wgsl */ `
187
+ body: CodeChunk.from(/* language=wgsl */ `
181
188
  ${COMMON}
182
189
  const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
183
190
  const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
184
- const PARTICLE_EMITTER_RECORD_WORDS : u32 = ${EMITTER_STRIDE}u;
185
- const EMITTER_WORD_PROGRAM_ID : u32 = ${EMITTER_FIELD.PROGRAM_ID}u;
186
191
 
187
192
  @compute @workgroup_size(${WG}, 1, 1)
188
193
  fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
@@ -190,13 +195,13 @@ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
190
195
  if (i >= atomicLoad(&counters[COUNTER_ALIVE])) { return; }
191
196
 
192
197
  let slot = alive[i];
193
- let emitter_index = pool[slot * PARTICLE_RECORD_WORDS + PARTICLE_HEADER_EMITTER];
194
- let program = emitters[emitter_index * PARTICLE_EMITTER_RECORD_WORDS + EMITTER_WORD_PROGRAM_ID];
198
+ let emitter_index = particle_header_emitter(pool[slot * PARTICLE_RECORD_WORDS + PARTICLE_HEADER_EMITTER]);
199
+ let program = ${PARTICLE_EMITTER_DESCRIPTOR.marshalling_method_read_field('program_id')}(&emitter_database, emitter_index);
195
200
 
196
201
  keys[i] = program;
197
202
  atomicAdd(&histogram[BUCKET_HEADER_WORDS + program], 1u);
198
203
  }
199
- `),
204
+ `, [chunk_particle_emitter_program_id, chunk_particle_header]),
200
205
  });
201
206
 
202
207
  // --- 2. pad -----------------------------------------------------------------------------------
@@ -223,7 +228,7 @@ pad_resources.createGroup()
223
228
  export const shader_particle_bucket_pad = ComputeShader.from({
224
229
  label: "Particle Bucket Pad",
225
230
  resources: pad_resources,
226
- body: CodeChunk.from(/* wgsl */ `
231
+ body: CodeChunk.from(/* language=wgsl */ `
227
232
  ${COMMON}
228
233
 
229
234
  @compute @workgroup_size(${WG}, 1, 1)
@@ -264,7 +269,7 @@ scatter_resources.createGroup()
264
269
  export const shader_particle_bucket_scatter = ComputeShader.from({
265
270
  label: "Particle Bucket Scatter",
266
271
  resources: scatter_resources,
267
- body: CodeChunk.from(/* wgsl */ `
272
+ body: CodeChunk.from(/* language=wgsl */ `
268
273
  ${COMMON}
269
274
 
270
275
  @compute @workgroup_size(${WG}, 1, 1)
@@ -313,7 +318,7 @@ fill_resources.createGroup()
313
318
  export const shader_particle_bucket_fill = ComputeShader.from({
314
319
  label: "Particle Bucket Fill",
315
320
  resources: fill_resources,
316
- body: CodeChunk.from(/* wgsl */ `
321
+ body: CodeChunk.from(/* language=wgsl */ `
317
322
  ${COMMON}
318
323
  const PARTICLE_SIM_PAD_SLOT : u32 = ${PARTICLE_SIM_PAD_SLOT}u;
319
324
 
@@ -8,8 +8,13 @@ export const PARTICLE_COUNTER: Readonly<{
8
8
  ALIVE: 0;
9
9
  /** length of the dead (free) list */
10
10
  DEAD: 1;
11
- /** number of particles requested to spawn this frame */
12
- SPAWN: 2;
11
+ /**
12
+ * Free slots not yet promised to a spawn this frame. The reset pass seeds it from
13
+ * {@link DEAD}; the emitter tick pass takes from it as it decides each emitter's spawn count,
14
+ * so an emitter is only ever debited for particles the pool can actually hold. What is left at
15
+ * the end of the frame is the headroom the frame had.
16
+ */
17
+ SPAWN_BUDGET: 2;
13
18
  /**
14
19
  * Length of the depth-sorted index list — the RENDER order (`../sort/`), back-to-front by view
15
20
  * depth so premultiplied transparency composites correctly. Belongs to the camera-dependent
@@ -44,10 +49,4 @@ export const PARTICLE_COUNTER: Readonly<{
44
49
  }>;
45
50
  /** Number of `u32` atomic slots in the counters buffer. */
46
51
  export const PARTICLE_COUNTER_COUNT: 8;
47
- /**
48
- * Per-dispatch uniform for the simulate/emit passes.
49
- * @type {WebGPUStruct}
50
- */
51
- export const PARTICLE_SIM_UNIFORM_STRUCT: WebGPUStruct;
52
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
53
52
  //# sourceMappingURL=PARTICLE_COUNTERS.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"PARTICLE_COUNTERS.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/data/PARTICLE_COUNTERS.js"],"names":[],"mappings":"AAGA;;;;GAIG;AACH;IACI,mDAAmD;;IAEnD,qCAAqC;;IAErC,wDAAwD;;IAExD;;;;;;OAMG;;IAEH;;;;;;;;;;;OAWG;;IAEH;;;;;;;;OAQG;;GAEJ;AAEH,2DAA2D;AAC3D,uCAAwC;AAExC;;;GAGG;AACH,0CAFU,YAAY,CAQG;6BA5DI,mCAAmC"}
1
+ {"version":3,"file":"PARTICLE_COUNTERS.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/data/PARTICLE_COUNTERS.js"],"names":[],"mappings":"AAAA;;;;GAIG;AACH;IACI,mDAAmD;;IAEnD,qCAAqC;;IAErC;;;;;OAKG;;IAEH;;;;;;OAMG;;IAEH;;;;;;;;;;;OAWG;;IAEH;;;;;;;;OAQG;;GAEJ;AAEH,2DAA2D;AAC3D,uCAAwC"}
@@ -1,6 +1,3 @@
1
- import { f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
3
-
4
1
  /**
5
2
  * Indices into the particle counters buffer (an `array<atomic<u32>>`). The simulate/emit passes use
6
3
  * atomics on these slots to append to the alive/dead lists; a finalize pass turns the counts into
@@ -11,8 +8,13 @@ export const PARTICLE_COUNTER = Object.freeze({
11
8
  ALIVE: 0,
12
9
  /** length of the dead (free) list */
13
10
  DEAD: 1,
14
- /** number of particles requested to spawn this frame */
15
- SPAWN: 2,
11
+ /**
12
+ * Free slots not yet promised to a spawn this frame. The reset pass seeds it from
13
+ * {@link DEAD}; the emitter tick pass takes from it as it decides each emitter's spawn count,
14
+ * so an emitter is only ever debited for particles the pool can actually hold. What is left at
15
+ * the end of the frame is the headroom the frame had.
16
+ */
17
+ SPAWN_BUDGET: 2,
16
18
  /**
17
19
  * Length of the depth-sorted index list — the RENDER order (`../sort/`), back-to-front by view
18
20
  * depth so premultiplied transparency composites correctly. Belongs to the camera-dependent
@@ -48,15 +50,3 @@ export const PARTICLE_COUNTER = Object.freeze({
48
50
 
49
51
  /** Number of `u32` atomic slots in the counters buffer. */
50
52
  export const PARTICLE_COUNTER_COUNT = 8;
51
-
52
- /**
53
- * Per-dispatch uniform for the simulate/emit passes.
54
- * @type {WebGPUStruct}
55
- */
56
- export const PARTICLE_SIM_UNIFORM_STRUCT = WebGPUStruct.from({
57
- dt: f32,
58
- time: f32,
59
- frame: u32,
60
- /** number of items in the input list (alive-in for simulate, spawn requests for emit) */
61
- count: u32,
62
- }, "ParticleSimUniform");
@@ -0,0 +1,56 @@
1
+ /**
2
+ * Emitters are counted in tens, not thousands, so the engine-wide default page (128 KB) would
3
+ * reserve two orders of magnitude more than a scene ever fills. 16 KB still holds ~140 emitters per
4
+ * page and the table grows a page at a time past that.
5
+ *
6
+ * @type {number}
7
+ */
8
+ export const PARTICLE_EMITTER_PAGE_SIZE: number;
9
+ /**
10
+ * How big an emitter database's buffer starts out. The page address table takes 32 KB (two tables'
11
+ * worth of `GPU_DATABASE_PAGE_LIMIT` u32 slots), so this leaves room for one page of each table —
12
+ * around a hundred and forty emitters — before the database grows itself.
13
+ *
14
+ * @type {number}
15
+ */
16
+ export const PARTICLE_DATABASE_INITIAL_SIZE: number;
17
+ /** Name of the emitter table within {@link PARTICLE_DATABASE_SPEC}. */
18
+ export const PARTICLE_EMITTER_TABLE: "emitters";
19
+ /** Name of the GPU-owned emitter state table within {@link PARTICLE_DATABASE_SPEC}. */
20
+ export const PARTICLE_EMITTER_STATE_TABLE: "emitter_state";
21
+ /**
22
+ * Schema of the particle system's GPU database. Two tables, one row per emitter in each, at the
23
+ * same row index:
24
+ *
25
+ * - `emitters` — CPU-authored and low-churn, exactly the shape `GPUDatabase` is for. Adding or
26
+ * removing one emitter queues that one record for upload; the rest of the table is not touched,
27
+ * and the pass shaders address rows by a stable id that survives its neighbours coming and going.
28
+ * - `emitter_state` — GPU-owned ({@link ./PARTICLE_EMITTER_STATE.js}): claimed with a zero record
29
+ * when the emitter's row is, then written only by the tick and spawn-command passes.
30
+ *
31
+ * One buffer for both is what keeps every pass that reads an emitter at one binding for the pair.
32
+ *
33
+ * Programs and their constant pools are NOT here: they are variable-length and shared between
34
+ * emitters, so they live in the packed {@link ../runtime/ProgramArena.js} buffer, referenced by the
35
+ * offsets each emitter record carries.
36
+ *
37
+ * @type {GPUDatabaseDefinition}
38
+ */
39
+ export const PARTICLE_DATABASE_SPEC: GPUDatabaseDefinition;
40
+ /**
41
+ * Descriptor for the emitter table — the source of the WGSL reader every emitter-consuming pass
42
+ * pulls in ({@link GPUTypedTableDescriptor#chunk_read}, and
43
+ * {@link GPUTypedTableDescriptor#chunk_read_field} for the passes that want a single field).
44
+ *
45
+ * @type {GPUTypedTableDescriptor}
46
+ */
47
+ export const PARTICLE_EMITTER_DESCRIPTOR: GPUTypedTableDescriptor;
48
+ /**
49
+ * Descriptor for the state table — the tick pass reads and writes whole rows through it, the
50
+ * spawn-command pass adds to one, and the emit / simulate passes read the age off it.
51
+ *
52
+ * @type {GPUTypedTableDescriptor}
53
+ */
54
+ export const PARTICLE_EMITTER_STATE_DESCRIPTOR: GPUTypedTableDescriptor;
55
+ import { GPUDatabaseDefinition } from "../../buffer/table/GPUDatabaseDefinition.js";
56
+ //# sourceMappingURL=PARTICLE_DATABASE_SPEC.d.ts.map