@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
@@ -1,27 +1,60 @@
1
+ import { assert } from "../../../core/assert.js";
2
+ import { align_4 } from "../../../core/binary/align_4.js";
3
+ import { noop } from "../../../core/function/noop.js";
4
+ import { BufferResourceDescriptor } from "../../device/graph/BufferResourceDescriptor.js";
5
+ import { TextureViewDescriptor } from "../../descriptor/texture/TextureViewDescriptor.js";
6
+ import { DEFAULT_DEPTH_TEXTURE_VIEW } from "../depth/DEFAULT_DEPTH_TEXTURE_VIEW.js";
7
+ import { INDIRECT_COMPUTE_COMMAND_DESCRIPTOR } from "../gpu_primitive/indirect/IndirectComputeCommandBuildPass.js";
8
+ import { graph_prefix_scan_csdldf } from "../gpu_primitive/prefix_sum/v1/graph_prefix_scan_csdldf.js";
9
+ import { PREFIX_SCAN_CSDLDF_HEADER_WORDS } from "../gpu_primitive/prefix_sum/v1/shader_prefix_scan_csdldf.js";
10
+ import { shader_prefix_sum_to_command } from "../rasterize/expand/mesh/shader_prefix_sum_to_command.js";
1
11
  import { graph_compute_indirect_pass } from "../shader/graph/compute/graph_compute_indirect_pass.js";
2
12
  import { graph_compute_pass } from "../shader/graph/compute/graph_compute_pass.js";
3
13
  import { graph_import_buffer } from "../shader/graph/graph_import_buffer.js";
4
14
  import { PARTICLE_SIMULATE_WORKGROUP_SIZE } from "./ParticleConstants.js";
5
15
  import { graph_particle_bucket } from "./coherence/graph_particle_bucket.js";
6
- import { PARTICLE_EMIT_WORKGROUP_SIZE, shader_particle_emit } from "./shaders/shader_particle_emit.js";
16
+ import { shader_particle_emit } from "./shaders/shader_particle_emit.js";
17
+ import { shader_particle_emitter_tick } from "./shaders/shader_particle_emitter_tick.js";
7
18
  import {
8
19
  shader_particle_build_indirect,
9
20
  shader_particle_reset_counters,
10
21
  } from "./shaders/shader_particle_finalize.js";
22
+ import { PARTICLE_BILLBOARD_RESOURCES } from "./shaders/shader_particle_render.js";
11
23
  import { shader_particle_simulate } from "./shaders/shader_particle_simulate.js";
24
+ import {
25
+ PARTICLE_SPAWN_COMMAND_WORKGROUP_SIZE,
26
+ shader_particle_spawn_commands,
27
+ } from "./shaders/shader_particle_spawn_commands.js";
28
+ import {
29
+ PARTICLE_SORT_WORKGROUP_SIZE,
30
+ shader_particle_sort_histogram,
31
+ shader_particle_sort_reset,
32
+ shader_particle_sort_scatter,
33
+ } from "./sort/shader_particle_sort.js";
12
34
 
13
35
  /**
14
- * Per-frame frame-graph contribution for the GPU particle system the reference wiring an
15
- * integrator (e.g. Renderer.render) calls once the CPU {@link GPUParticleSystem#update} has produced
16
- * this frame's spawn requests.
36
+ * The particle system's frame, recorded into the frame graph. {@link GPUParticleSystem} is what
37
+ * calls these, with the buffers it owns; nothing else needs to.
38
+ *
39
+ * Two halves. {@link graph_particles_simulate} is everything that moves particles:
40
+ *
41
+ * reset counters -> spawn commands -> emitter tick -> scan -> spawn args -> emit -> simulate
42
+ * -> bucket -> build indirect
17
43
  *
18
- * The passes run in dependency order:
44
+ * and it leaves the frame's alive list, the pool and the indirect draw args as graph handles for
45
+ * whoever draws. {@link graph_particles_render} is the standalone drawing: a depth sort and one
46
+ * billboard draw straight over a colour target. Under the renderer the drawing is AVBOIT's instead
47
+ * (`graph_particles_avboit.js`), which reads the same handles and needs no sort.
48
+ * {@link graph_particles} is the two together, for a page with no transparency pipeline of its own.
19
49
  *
20
- * reset counters -> emit (spawn) -> simulate (advance + compact) -> bucket -> build indirect args
50
+ * ## Spawning is decided here, on the GPU
21
51
  *
22
- * with the depth sort + billboard render appended by the caller (the render pass needs the frame's
23
- * colour + depth attachments, which live in the caller's graph). Alive lists ping-pong by frame
24
- * parity: `alive_write` receives this frame's survivors + newborns.
52
+ * The emitter tick runs one thread per emitter row and writes each row's spawn count for the
53
+ * frame; a prefix scan turns the counts into offsets; a one-thread pass turns the scan's total into
54
+ * the emit dispatch; and the emit pass runs one thread per newborn, each locating its emitter in the
55
+ * scan. The host contributes two numbers to all of that: the table's element capacity, which sizes
56
+ * the scan, and the length of the spawn-command list it authored itself. Neither is a count of
57
+ * anything alive.
25
58
  *
26
59
  * ## Two orderings, kept apart
27
60
  *
@@ -31,62 +64,77 @@ import { shader_particle_simulate } from "./shaders/shader_particle_simulate.js"
31
64
  * ordering is camera-independent and changes only when emitters or their programs change.
32
65
  *
33
66
  * The RENDER ordering — back-to-front by view depth, from `sort/` — is a different list in a
34
- * different buffer, produced by different passes, and the billboard draw is what consumes it.
35
- * Reordering the render list for coherence would break premultiplied transparency; depth-sorting the
36
- * simulation list would destroy the coherence. They share no buffer and no counter slot.
37
- *
38
- * The simulate pass is fully GPU-driven: its workgroup count comes from `dispatch_args` (written by
39
- * LAST frame's build-indirect pass) via `dispatchWorkgroupsIndirect`, and its element bound comes
40
- * from the `ALIVE_IN` counter snapshot — never from a CPU count. Both are derived from one value,
41
- * the padded list length, so the thread count and the bound agree by construction. A CPU count is
42
- * inevitably stale and corrupts the pool (orphaned slots when the population grows, double-freed
43
- * slots when it shrinks). Only the spawn count is CPU-provided, because the CPU authored the
44
- * spawn-request list and knows its exact length. The caller renders with `drawIndirect(draw_args)`,
45
- * which build-indirect writes THIS frame, so the instance count is exact too.
67
+ * different buffer, produced by different passes, and the standalone billboard draw is what
68
+ * consumes it. Reordering the render list for coherence would break premultiplied transparency;
69
+ * depth-sorting the simulation list would destroy the coherence. They share no buffer and no
70
+ * counter slot.
71
+ *
72
+ * ## Nothing is sized from the CPU
73
+ *
74
+ * Simulate's workgroup count comes from `dispatch_args` (written by LAST frame's build-indirect
75
+ * pass) via `dispatchWorkgroupsIndirect`, and its element bound from the `ALIVE_IN` counter
76
+ * snapshot; the sort's two per-particle passes and the draw are sized the same way, from this
77
+ * frame's alive count. A CPU count is inevitably stale and corrupts the pool (orphaned slots when
78
+ * the population grows, double-freed slots when it shrinks).
46
79
  *
47
80
  * All persistent buffers are imported (owned by the feature, not the graph). Writing an imported
48
81
  * buffer marks the pass a side-effect so it always executes, and returns a renamed handle downstream
49
- * passes must read — exactly the ReSTIR reservoir pattern.
82
+ * passes must read — exactly the ReSTIR reservoir pattern. Every persistent buffer is imported
83
+ * exactly once: two imports of one buffer are two resource entries the graph cannot tell apart.
50
84
  *
51
85
  * On the very first frame `dispatch_args` must be zero-initialised (WebGPU zero-fills new buffers)
52
86
  * and the `ALIVE_IN` counter 0, so simulate is a no-op until the first build-indirect has run.
87
+ */
88
+
89
+ /**
90
+ * @typedef {object} ParticleSimulationHandles
91
+ * @property {number} pool the particle pool, after this frame's INIT and UPDATE
92
+ * @property {number} alive this frame's compacted alive list — the render order's input
93
+ * @property {number} counters the atomic counters, after build-indirect
94
+ * @property {number} draw_args the billboard draw's indirect args: six vertices, one instance per live particle
95
+ * @property {number} sim_dispatch_args one workgroup per live particle, for a per-particle pass
96
+ * @property {number} emitter_database the emitter database, after the tick wrote its state rows
97
+ */
98
+
99
+ /**
100
+ * Everything that moves particles, up to the indirect args a draw consumes.
53
101
  *
54
102
  * @param {object} params
55
103
  * @param {import("../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} params.graph
56
- * @param {object} params.gpu handles/objects for the persistent buffers (GPUBuffer instances)
57
- * @param {GPUBuffer} params.gpu.emitters
58
- * @param {GPUBuffer} params.gpu.program
59
- * @param {GPUBuffer} params.gpu.constants
60
- * @param {GPUBuffer} params.gpu.pool
61
- * @param {GPUBuffer} params.gpu.alive_read the other half of the ping-pong. These passes no longer
62
- * read it simulate's input is `sim_list` — but the caller keeps swapping the two so this frame's
63
- * render is not read-after-written by next frame's emit, which would serialise them
64
- * @param {GPUBuffer} params.gpu.alive_write this-frame alive list: survivors + newborns
65
- * @param {GPUBuffer} params.gpu.dead free-list stack
66
- * @param {GPUBuffer} params.gpu.counters atomic counters
67
- * @param {GPUBuffer} params.gpu.spawn_requests
68
- * @param {GPUBuffer} params.gpu.dispatch_args indirect simulate dispatch (usage must include INDIRECT)
69
- * @param {GPUBuffer} params.gpu.draw_args indirect billboard draw (usage must include INDIRECT)
70
- * @param {GPUBuffer} params.gpu.sim_list program-coherent simulate input, rebuilt here for next frame
71
- * @param {GPUBuffer} params.gpu.sim_keys see {@link graph_particle_bucket}
72
- * @param {GPUBuffer} params.gpu.sim_histogram see {@link graph_particle_bucket}
73
- * @param {GPUBuffer} params.gpu.sim_bucket_counts see {@link graph_particle_bucket}
74
- * @param {GPUBuffer} params.gpu.sim_cursor see {@link graph_particle_bucket}
75
- * @param {GPUBuffer} params.gpu.sim_dispatch_args see {@link graph_particle_bucket} (usage must include INDIRECT)
76
- * @param {number} params.capacity pool capacity in particles (bounds the emit pass's free-list pops)
104
+ * @param {number} params.camera graph handle of the view's camera uniform (`CAMERA_UNIFORM_STRUCT`)
105
+ * @param {number} params.scene_database graph handle of the scene database — the emitters' nodes
106
+ * @param {object} params.gpu the persistent buffers, see {@link GPUParticleSystem}
107
+ * @param {object} params.emitters the emitter table's shape this frame
108
+ * @param {number} params.emitters.capacity the table's element capacity — the length of the count
109
+ * list the scan consumes
110
+ * @param {number} params.emitters.group_count workgroups the tick needs to walk every page group
111
+ * @param {number} params.capacity pool capacity in particles
77
112
  * @param {number} params.bucket_count distinct compiled programs — `GPUParticleSystem#bucketCount()`
78
113
  * @param {object} params.frame per-frame scalars
79
114
  * @param {number} params.frame.dt
80
115
  * @param {number} params.frame.time
81
116
  * @param {number} params.frame.index
82
- * @param {number} params.frame.spawn_count number of spawn requests this frame (CPU-authored, exact)
117
+ * @param {number} params.frame.max_catchup seconds of missed spawning a woken emitter makes up
118
+ * @param {number} params.frame.spawn_command_count entries in `gpu.spawn_commands` this frame
119
+ * @returns {ParticleSimulationHandles}
83
120
  */
84
- export function graph_particles({ graph, gpu, capacity, bucket_count, frame }) {
85
- const gr_emitters = graph_import_buffer(graph, gpu.emitters, "particles/emitters");
121
+ export function graph_particles_simulate({
122
+ graph,
123
+ camera,
124
+ scene_database,
125
+ gpu,
126
+ emitters,
127
+ capacity,
128
+ bucket_count,
129
+ frame,
130
+ }) {
131
+ assert.defined(graph, "graph");
132
+ assert.isNonNegativeInteger(camera, "camera");
133
+ assert.isNonNegativeInteger(scene_database, "scene_database");
134
+ assert.isPositiveInteger(capacity, "capacity");
135
+
86
136
  const gr_program = graph_import_buffer(graph, gpu.program, "particles/program");
87
- const gr_constants = graph_import_buffer(graph, gpu.constants, "particles/constants");
88
137
  const gr_sim_list = graph_import_buffer(graph, gpu.sim_list, "particles/sim_list");
89
- const gr_spawn = graph_import_buffer(graph, gpu.spawn_requests, "particles/spawn_requests");
90
138
  const gr_dispatch = graph_import_buffer(graph, gpu.dispatch_args, "particles/dispatch_args");
91
139
  const gr_draw = graph_import_buffer(graph, gpu.draw_args, "particles/draw_args");
92
140
 
@@ -97,8 +145,13 @@ export function graph_particles({ graph, gpu, capacity, bucket_count, frame }) {
97
145
  let pool = graph_import_buffer(graph, gpu.pool, "particles/pool");
98
146
  let alive_write = graph_import_buffer(graph, gpu.alive_write, "particles/alive_write");
99
147
  let dead = graph_import_buffer(graph, gpu.dead, "particles/dead");
148
+ // Two tables in one buffer — the emitter records the CPU authors and the state the GPU
149
+ // integrates — so the passes that write the state rename the handle every reader after them
150
+ // takes.
151
+ let emitter_database = graph_import_buffer(graph, gpu.emitter_database, "particles/emitter_database");
100
152
 
101
- // 1. Reset the alive/spawn/sorted/sim-padded counters (dead count + ALIVE_IN snapshot persist).
153
+ // 1. Reset the alive/sorted/sim-padded counters (dead count + ALIVE_IN snapshot persist) and
154
+ // seed the frame's spawn budget from the free count.
102
155
  counters = graph_compute_pass({
103
156
  graph,
104
157
  shader: shader_particle_reset_counters,
@@ -106,35 +159,109 @@ export function graph_particles({ graph, gpu, capacity, bucket_count, frame }) {
106
159
  group_count: [1, 1, 1],
107
160
  }).counters;
108
161
 
109
- // 2. Emitone thread per spawn request. Newborns join the new alive list.
110
- if (frame.spawn_count > 0) {
162
+ // 2. Spawn commands the CPU's bursts, added to the emitters' pending spawns. The one dispatch
163
+ // the host sizes, because the host wrote the list.
164
+ if (frame.spawn_command_count > 0) {
165
+ const gr_commands = graph_import_buffer(graph, gpu.spawn_commands, "particles/spawn_commands");
166
+
167
+ emitter_database = graph_compute_pass({
168
+ graph,
169
+ shader: shader_particle_spawn_commands,
170
+ bindings: { commands: gr_commands, emitter_database, u_count: frame.spawn_command_count },
171
+ group_count: [Math.ceil(frame.spawn_command_count / PARTICLE_SPAWN_COMMAND_WORKGROUP_SIZE), 1, 1],
172
+ }).emitter_database;
173
+ }
174
+
175
+ // 3. Emitter tick — one thread per emitter row: integrate the rate, cull, take from the budget,
176
+ // and write the row's spawn count. The counts list is transient and cleared whole, because
177
+ // the tick writes only the rows it visits.
178
+ const count_words = PREFIX_SCAN_CSDLDF_HEADER_WORDS + align_4(Math.max(1, emitters.capacity));
179
+ const count_bytes = count_words * Uint32Array.BYTES_PER_ELEMENT;
180
+
181
+ let spawn_counts = create_buffer(graph, "particles/spawn_counts", BufferResourceDescriptor.from(
182
+ count_bytes,
183
+ GPUBufferUsage.STORAGE,
184
+ 0, count_bytes,
185
+ ));
186
+
187
+ // A table with no pages has no rows to visit and nothing to write: the cleared counts scan to a
188
+ // total of zero and the emit dispatch is empty. (A dispatch of zero workgroups is refused
189
+ // upstream, so this is a skip rather than a no-op dispatch.)
190
+ if (emitters.group_count > 0) {
111
191
  const out = graph_compute_pass({
112
192
  graph,
113
- shader: shader_particle_emit,
193
+ shader: shader_particle_emitter_tick,
114
194
  bindings: {
115
- emitters: gr_emitters, program: gr_program, vm_constants: gr_constants,
116
- pool, spawn_requests: gr_spawn, alive_out: alive_write, dead, counters,
195
+ camera,
196
+ scene_database,
197
+ emitter_database,
198
+ counters,
199
+ spawn_counts,
117
200
  settings: {
118
- u_dt: frame.dt, u_time: frame.time, u_frame: frame.index,
119
- u_count: frame.spawn_count, u_capacity: capacity,
201
+ u_dt: frame.dt,
202
+ u_max_catchup: frame.max_catchup,
203
+ u_capacity: capacity,
204
+ u_emitter_capacity: emitters.capacity,
120
205
  },
121
206
  },
122
- group_count: [Math.ceil(frame.spawn_count / PARTICLE_EMIT_WORKGROUP_SIZE), 1, 1],
207
+ group_count: [emitters.group_count, 1, 1],
208
+ });
209
+ emitter_database = out.emitter_database;
210
+ counters = out.counters;
211
+ spawn_counts = out.spawn_counts;
212
+ }
213
+
214
+ // 4. Inclusive prefix sums of the counts: each row's batch ends at its sum, and the last sum is
215
+ // the number of particles born this frame.
216
+ const spawn_prefix = graph_prefix_scan_csdldf({
217
+ graph,
218
+ data: spawn_counts,
219
+ element_max_count: Math.max(1, emitters.capacity),
220
+ });
221
+
222
+ // 5. That total, as the emit dispatch — the same one-thread pass that sizes meshlet expansion.
223
+ const emit_command = graph_compute_pass({
224
+ graph,
225
+ shader: shader_prefix_sum_to_command,
226
+ bindings: {
227
+ prefix_sums: spawn_prefix,
228
+ command: create_buffer(graph, "particles/emit_command", INDIRECT_COMPUTE_COMMAND_DESCRIPTOR),
229
+ },
230
+ group_count: [1, 1, 1],
231
+ }).command;
232
+
233
+ // 6. Emit — one thread per newborn, its emitter found in the scan. Newborns join the new alive
234
+ // list.
235
+ {
236
+ const out = graph_compute_indirect_pass({
237
+ graph,
238
+ shader: shader_particle_emit,
239
+ bindings: {
240
+ scene_database,
241
+ emitter_database,
242
+ program: gr_program,
243
+ spawn_prefix,
244
+ pool, alive_out: alive_write, dead, counters,
245
+ settings: { u_dt: frame.dt, u_time: frame.time, u_frame: frame.index, u_capacity: capacity },
246
+ },
247
+ command: emit_command,
123
248
  });
124
249
  pool = out.pool; alive_write = out.alive_out; dead = out.dead; counters = out.counters;
125
250
  }
126
251
 
127
- // 3. Simulate — one indirect dispatch runs every emitter's UPDATE over the program-coherent list
252
+ // 7. Simulate — one indirect dispatch runs every emitter's UPDATE over the program-coherent list
128
253
  // the bucketing pass built LAST frame, compacting survivors into the new alive list and freed
129
254
  // slots into the dead list. The workgroup count comes from last frame's dispatch_args and the
130
- // list itself from last frame's sim_list — both read here and re-written in steps 4 and 5,
255
+ // list itself from last frame's sim_list — both read here and re-written in steps 8 and 9,
131
256
  // with insertion order keeping the read before the write.
132
257
  {
133
258
  const out = graph_compute_indirect_pass({
134
259
  graph,
135
260
  shader: shader_particle_simulate,
136
261
  bindings: {
137
- emitters: gr_emitters, program: gr_program, vm_constants: gr_constants,
262
+ scene_database,
263
+ emitter_database,
264
+ program: gr_program,
138
265
  pool, sim_list: gr_sim_list, alive_out: alive_write, dead, counters,
139
266
  settings: { u_dt: frame.dt, u_time: frame.time, u_frame: frame.index },
140
267
  },
@@ -143,24 +270,25 @@ export function graph_particles({ graph, gpu, capacity, bucket_count, frame }) {
143
270
  pool = out.pool; alive_write = out.alive_out; dead = out.dead; counters = out.counters;
144
271
  }
145
272
 
146
- // 4. Bucket — regroup the frame's alive list by VM program, padded to whole workgroups, into the
273
+ // 8. Bucket — regroup the frame's alive list by VM program, padded to whole workgroups, into the
147
274
  // list NEXT frame's simulate consumes. Must follow BOTH emit and simulate, since both append
148
275
  // to the alive list.
149
276
  // `gr_sim_list` is handed over rather than re-imported: two imports of one GPUBuffer are two
150
277
  // resource entries the graph cannot tell apart, which would put simulate's read of the list
151
278
  // and this pass's rewrite of it on unrelated dependency chains.
152
- counters = graph_particle_bucket({
279
+ const bucketed = graph_particle_bucket({
153
280
  graph,
154
281
  gpu,
155
- emitters: gr_emitters,
282
+ emitter_database,
156
283
  pool,
157
284
  alive: alive_write,
158
285
  counters,
159
286
  sim_list: gr_sim_list,
160
287
  bucket_count,
161
- }).counters;
288
+ });
289
+ counters = bucketed.counters;
162
290
 
163
- // 5. Snapshot the padded list length (next frame's simulate input length) and build the indirect
291
+ // 9. Snapshot the padded list length (next frame's simulate input length) and build the indirect
164
292
  // dispatch args for next frame + the indirect draw args for this frame's render.
165
293
  const indirect = graph_compute_pass({
166
294
  graph,
@@ -172,15 +300,240 @@ export function graph_particles({ graph, gpu, capacity, bucket_count, frame }) {
172
300
  group_count: [1, 1, 1],
173
301
  });
174
302
 
175
- // The depth sort (graph_prefix_scan_csdldf-based) and the billboard render pass are appended by
176
- // the caller, which owns the frame's colour + depth attachments; the render must use
177
- // drawIndirect(gpu.draw_args). See sort/shader_particle_sort.js and
178
- // shaders/shader_particle_render.js.
179
303
  return {
180
- alive: alive_write,
181
304
  pool,
305
+ alive: alive_write,
182
306
  counters: indirect.counters,
183
- dispatch_args: indirect.dispatch_args,
184
307
  draw_args: indirect.draw_args,
308
+ sim_dispatch_args: bucketed.dispatch_args,
309
+ emitter_database,
310
+ };
311
+ }
312
+
313
+ /**
314
+ * The standalone drawing: the depth sort, then one billboard draw over a colour target with
315
+ * fixed-function blending.
316
+ *
317
+ * @param {object} params
318
+ * @param {import("../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} params.graph
319
+ * @param {number} params.camera graph handle
320
+ * @param {number} params.color graph handle of the colour target the billboards draw over
321
+ * @param {number} params.depth graph handle of the scene depth, tested against and never written
322
+ * @param {object} params.gpu the persistent buffers
323
+ * @param {ParticleSimulationHandles} params.simulated what {@link graph_particles_simulate} returned
324
+ * @param {number} params.sort_bucket_count depth bins the render sort quantises into
325
+ * @param {object} params.frame
326
+ * @param {number} params.frame.sort_near view depth the sort's first bin starts at
327
+ * @param {number} params.frame.sort_far view depth the sort's last bin ends at
328
+ * @param {object} params.render
329
+ * @param {GPUTextureView} params.render.atlas sprite atlas
330
+ * @param {GPUSampler} params.render.atlas_sampler
331
+ * @param {(color_format: string, depth_format: string) => object} params.render.obtain_pipeline
332
+ * the billboard pipeline for the frame's attachment formats
333
+ * @returns {number} the colour handle after the draw
334
+ */
335
+ export function graph_particles_render({
336
+ graph,
337
+ camera,
338
+ color,
339
+ depth,
340
+ gpu,
341
+ simulated,
342
+ sort_bucket_count,
343
+ frame,
344
+ render,
345
+ }) {
346
+ assert.defined(simulated, "simulated");
347
+
348
+ // 10. Sort — the render order: back-to-front by view depth, so premultiplied transparency
349
+ // composites correctly. Its two per-particle passes take the dispatch the bucket reset
350
+ // wrote from the alive count.
351
+ const sorted = graph_particle_sort({
352
+ graph,
353
+ gpu,
354
+ camera,
355
+ emitter_database: simulated.emitter_database,
356
+ pool: simulated.pool,
357
+ alive: simulated.alive,
358
+ counters: simulated.counters,
359
+ dispatch_args: simulated.sim_dispatch_args,
360
+ bucket_count: sort_bucket_count,
361
+ near: frame.sort_near,
362
+ far: frame.sort_far,
363
+ });
364
+
365
+ // 11. Render — one instanced billboard draw over the sorted list, sized by the draw args this
366
+ // frame's build-indirect wrote.
367
+ return graph_particle_render({
368
+ graph,
369
+ camera,
370
+ color,
371
+ depth,
372
+ pool: simulated.pool,
373
+ sorted,
374
+ emitter_database: simulated.emitter_database,
375
+ draw_args: simulated.draw_args,
376
+ render,
377
+ });
378
+ }
379
+
380
+ /**
381
+ * The whole standalone frame: simulate, then sort and draw.
382
+ *
383
+ * @param {object} params every parameter of {@link graph_particles_simulate} and
384
+ * {@link graph_particles_render}
385
+ * @returns {{color: number, alive: number, pool: number, counters: number}}
386
+ */
387
+ export function graph_particles(params) {
388
+ const simulated = graph_particles_simulate(params);
389
+
390
+ const color = graph_particles_render({ ...params, simulated });
391
+
392
+ return {
393
+ color,
394
+ alive: simulated.alive,
395
+ pool: simulated.pool,
396
+ counters: simulated.counters,
185
397
  };
186
398
  }
399
+
400
+ /**
401
+ * The depth sort: reset -> histogram -> csdldf scan -> scatter, into `gpu.sorted`.
402
+ *
403
+ * @returns {number} graph handle of the sorted slot list
404
+ */
405
+ function graph_particle_sort({ graph, gpu, camera, emitter_database, pool, alive, counters, dispatch_args, bucket_count, near, far }) {
406
+ let histogram = graph_import_buffer(graph, gpu.sort_histogram, "particles/sort_histogram");
407
+ let cursor = graph_import_buffer(graph, gpu.sort_cursor, "particles/sort_cursor");
408
+ let keys = graph_import_buffer(graph, gpu.sort_keys, "particles/sort_keys");
409
+ let sorted = graph_import_buffer(graph, gpu.sorted, "particles/sorted");
410
+
411
+ // The reset's widest loop is the scan header plus the bins rounded up to a whole vec4.
412
+ const reset_words = PREFIX_SCAN_CSDLDF_HEADER_WORDS + align_4(bucket_count);
413
+
414
+ {
415
+ const out = graph_compute_pass({
416
+ graph,
417
+ shader: shader_particle_sort_reset,
418
+ bindings: { histogram, cursor, settings: { u_bucket_count: bucket_count } },
419
+ group_count: [Math.ceil(reset_words / PARTICLE_SORT_WORKGROUP_SIZE), 1, 1],
420
+ });
421
+ histogram = out.histogram;
422
+ cursor = out.cursor;
423
+ }
424
+
425
+ // The counters are only read here, but an atomic read needs a read_write binding, and the
426
+ // graph sees a write — so the handle is threaded through like any other.
427
+ {
428
+ const out = graph_compute_indirect_pass({
429
+ graph,
430
+ shader: shader_particle_sort_histogram,
431
+ bindings: {
432
+ camera, emitter_database, pool, alive, counters, keys, histogram,
433
+ settings: { u_near: near, u_far: far, u_bucket_count: bucket_count },
434
+ },
435
+ command: dispatch_args,
436
+ });
437
+ keys = out.keys;
438
+ histogram = out.histogram;
439
+ counters = out.counters;
440
+ }
441
+
442
+ const scanned = graph_prefix_scan_csdldf({
443
+ graph,
444
+ data: histogram,
445
+ element_max_count: bucket_count,
446
+ });
447
+
448
+ {
449
+ const out = graph_compute_indirect_pass({
450
+ graph,
451
+ shader: shader_particle_sort_scatter,
452
+ bindings: { keys, alive, scanned, counters, cursor, sorted },
453
+ command: dispatch_args,
454
+ });
455
+ sorted = out.sorted;
456
+ }
457
+
458
+ return sorted;
459
+ }
460
+
461
+ /** The colour attachment's view: one mip, the one the frame draws into. */
462
+ const COLOR_VIEW = TextureViewDescriptor.from({ mipLevelCount: 1, baseMipLevel: 0 });
463
+
464
+ /**
465
+ * The billboard draw: loads the colour target, depth-tests read-only against the scene, draws
466
+ * `drawIndirect(draw_args)` instances over the sorted list.
467
+ *
468
+ * @returns {number} the colour handle after the draw
469
+ */
470
+ function graph_particle_render({ graph, camera, color, depth, pool, sorted, emitter_database, draw_args, render }) {
471
+ const data = {};
472
+
473
+ const pass = graph.add("Particle Billboard", data, (data, resources, context) => {
474
+ const encoder = context.encoder;
475
+
476
+ const color_texture = resources.get(data.color);
477
+ const depth_texture = resources.get(data.depth);
478
+
479
+ const pipeline = render.obtain_pipeline(color_texture.descriptor.format, depth_texture.descriptor.format);
480
+
481
+ // Read by the soft-depth fade and tested against by the pass: the same view, read-only in
482
+ // both roles.
483
+ const depth_view = depth_texture.obtainView(DEFAULT_DEPTH_TEXTURE_VIEW);
484
+
485
+ const bindings = PARTICLE_BILLBOARD_RESOURCES.generateBindings({
486
+ camera: resources.get(data.camera),
487
+ pool: resources.get(data.pool),
488
+ draw_list: resources.get(data.sorted),
489
+ emitter_database: resources.get(data.emitter_database),
490
+ atlas: render.atlas,
491
+ atlas_sampler: render.atlas_sampler,
492
+ scene_depth: depth_view,
493
+ }, encoder);
494
+
495
+ const render_pass = encoder.constructRenderPass({
496
+ label: "Particle Billboard",
497
+ pipeline,
498
+ bindings,
499
+ colorAttachments: [{
500
+ view: color_texture.obtainView(COLOR_VIEW),
501
+ loadOp: "load",
502
+ storeOp: "store",
503
+ }],
504
+ depthStencilAttachment: {
505
+ view: depth_view,
506
+ depthReadOnly: true,
507
+ },
508
+ });
509
+
510
+ render_pass.drawIndirect(resources.get(data.draw_args), 0);
511
+ render_pass.end();
512
+ });
513
+
514
+ data.camera = pass.read(camera);
515
+ data.pool = pass.read(pool);
516
+ data.sorted = pass.read(sorted);
517
+ data.emitter_database = pass.read(emitter_database);
518
+ data.draw_args = pass.read(draw_args);
519
+ data.depth = pass.read(depth);
520
+ data.color = pass.write(pass.read(color));
521
+
522
+ return data.color;
523
+ }
524
+
525
+ /**
526
+ * A transient buffer with no producing pass of its own, for a binding a shader both reads and
527
+ * writes — the compute pass helpers create a buffer only for write-only bindings, and a
528
+ * read-write one wants a handle.
529
+ *
530
+ * @param {import("../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} graph
531
+ * @param {string} label
532
+ * @param {BufferResourceDescriptor} descriptor
533
+ * @returns {number}
534
+ */
535
+ function create_buffer(graph, label, descriptor) {
536
+ const pass = graph.add(`${label} / create`, {}, noop);
537
+
538
+ return pass.create(label, descriptor);
539
+ }