@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
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  1032. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.js +8 -2
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  1034. package/src/shade/renderer/shadow/map/PointLightShadowmap.js +7 -2
  1035. package/src/shade/renderer/shadow/map/SpotLightShadowmap.d.ts.map +1 -1
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  1037. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.d.ts.map +1 -1
  1038. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.js +10 -4
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  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
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1
+ # AVBOIT — ledger
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+
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+ Companion to [`AVBOIT_PLAN_2026_09_03.md`](./AVBOIT_PLAN_2026_09_03.md). One entry per step of §8, in the
4
+ order they landed, each recording what was built, how it was verified, and what the step found that the plan
5
+ did not predict. Findings that change the plan are noted here and the plan's revision header is bumped, never
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+ silently edited.
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+
8
+ Branch: `claude/avboit-transparency-pipeline-192cff`, worktree
9
+ `.claude/worktrees/avboit-transparency-pipeline-192cff`, from `9ab84a154`.
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+
11
+ ---
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+
13
+ ## 0. Survey — 2026-09-03
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+
15
+ **Done.** Read the deck (text extraction via `pdftotext`; the page renderer is not installed here) and the
16
+ MBOIT pipeline end to end: orchestrator, three shaders, frame-graph API, resource descriptors, the bucket →
17
+ draw-command prep, the emulator's capabilities, the software device's recording API, and the `Renderer` call
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+ site and mode-switch precedents.
19
+
20
+ **Findings that shaped the plan:**
21
+
22
+ - The sorted meshlet buffer the draws consume has no count header
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+ (`shader_sort_meshlets_by_material.js:20` writes a bare `array<MeshletDefinition>`); the collection *before*
24
+ sorting does, and the prep helper already builds an indirect dispatch command over it. The occupancy pass
25
+ needs both, so the helper returns two more handles (plan §3.1).
26
+ - No render pipeline in the tree writes a storage buffer from the fragment stage, and the pipeline-layout
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+ helper applies one visibility to all groups. The splat pass builds its layout per group (plan §3.11).
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+ - The emulator models `atomic<T>` as `{ value }` objects and implements `atomicAdd/Min/Max/Or`, `textureStore`
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+ on 3D `CPUBitmapData`, `extractBits/insertBits`, `countOneBits`; barriers are no-ops and there is no
30
+ workgroup-cooperative dispatch. The warp build is therefore a single invocation so it stays
31
+ emulator-testable (plan §3.4).
32
+ - View-space depth sign: the volumetrics take `-(view_matrix × p).z`, so the camera looks down −Z; the
33
+ occupancy pass uses the same (plan §3.3).
34
+ - `float32-blendable` is on the device floor purely for MBOIT's `r32float`/`rgba32float` targets; AVBOIT
35
+ blends `rgba16float` only (plan §3.11).
36
+ - The in-app browser pane cannot run the full renderer (immediate data unsupported there, per memory), so the
37
+ playground look (step 9) needs a real Chrome tab; module compilation (step 8) works in either.
38
+
39
+ ---
40
+
41
+ ## 1. Skeleton and switch — 2026-09-03
42
+
43
+ **Done.** `ShadeTransparencyMode` (`MBOIT = 0`, `AVBOIT = 1`), `Renderer.transparency_mode` defaulting to
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+ MBOIT, a ternary at the single transparency call site selecting the recorder, and
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+ `graph_prepare_meshlet_draw_commands_by_material` returning `meshlet_collection` and
46
+ `meshlet_iterator_command` beside what it returned before. `Renderer.js` and the prep helper are CRLF files;
47
+ edited byte-exactly.
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+
49
+ **Verified.** The rasterize spec tree (14 files, 81 tests) passes with the helper change; the source-level spec
50
+ in `graph_rasterize_meshes_transparent_avboit.spec.js` pins the import, the default and the ternary.
51
+
52
+ **Found.** Nothing the plan did not predict.
53
+
54
+ ---
55
+
56
+ ## 2. Depth curve, packing, warp — 2026-09-03
57
+
58
+ **Done.** `chunk_avboit_depth_curve` (t(z), z(t)), `chunk_avboit_pack` (10|10|10, counts ↔ extinction ↔
59
+ transmittance, the overflow predicate), `AVBOIT_WARP_STRUCT`, `chunk_avboit_warp` (φ, and the view-depth →
60
+ virtual → physical composition), each with an emulator spec.
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+
62
+ **Found.**
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+
64
+ - The emulator hands a `u32` with its top bit set back as a negative JS number (`0xFFFFFF00` reads as
65
+ `-256`). Specs compare through `>>> 0`. `countOneBits` and the shift operators are unsigned internally, so
66
+ the shaders themselves are unaffected.
67
+ - `vec3<f32>` values travel as `Float32Array` through the emulator, so round-trip expectations are f32-exact
68
+ (six digits), not f64.
69
+
70
+ ---
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+
72
+ ## 3. Occupancy and warp build — 2026-09-03
73
+
74
+ **Done.** `chunk_avboit_occupancy` (range, word mask, dilate, fold), `shader_avboit_occupancy` (per meshlet,
75
+ indirect over the filtered collection), `shader_avboit_build_warp` (one invocation: dilate → count → halve
76
+ until it fits, then the exclusive-prefix LUT), with specs for the chunk and for the whole build shader
77
+ dispatched through the emulator.
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+
79
+ **Found.** The implementation dilates at *every* level it evaluates rather than once at the finest and once at
80
+ the settled level, which is the same thing where it matters (the settled level) and simpler to reason about.
81
+ `AVBOIT_OCCUPANCY_DILATION` at the prepass is therefore only a belt-and-braces one slice. Plan §3.4 describes
82
+ the per-level version.
83
+
84
+ Specs pin: empty → `V_max` and an all-zero LUT; a run that dilates to exactly `P` does not halve; one over
85
+ halves once and is re-dilated at the coarser level; everywhere-occupied halves down to `V = P`; the prefix is
86
+ exclusive, monotone, and never exceeds `P`.
87
+
88
+ ---
89
+
90
+ ## 4. Splat — 2026-09-03
91
+
92
+ **Done.** `shader_avboit_splat`: low-resolution render pass, no depth attachment, a `r8unorm` dummy target
93
+ with `writeMask: 0`, per-group pipeline layout with the atomics group fragment-only, linear splat with
94
+ per-channel overflow marks stored inverted under `atomicMax`. `chunk_avboit_tint` factored out so the splat
95
+ and the draw compute the transmission tint from one function.
96
+
97
+ **Found.** No un-jitter in the splat: `unjitter_uv` is derivative-based and the jitter is in
98
+ internal-resolution pixels, so at 1/8 resolution the correction would be eight times too large. Recorded in
99
+ the shader's docblock; the plan did not mention it.
100
+
101
+ **Verified.** Validity tier (vertex + fragment) and the tier-3 layout spec: group 3 entries are `FRAGMENT`
102
+ with `buffer.type === "storage"`, groups 0–2 are `VERTEX | FRAGMENT`, the target's `writeMask` is 0, no
103
+ `depthStencil`.
104
+
105
+ ---
106
+
107
+ ## 5. Integrate — 2026-09-03
108
+
109
+ **Done.** `shader_avboit_integrate`, 8×8 workgroups, exclusive prefix into a `P + 1`-deep `rgba8unorm` 3D
110
+ storage texture, per-channel saturation and overflow pinning. Emulator spec over one column: exclusive
111
+ prefix, independent channels, saturation, a summed field past 255 saturating in one step, an overflow mark
112
+ pinning only its channel, a mark at slice 0.
113
+
114
+ **Found.** Nothing unpredicted.
115
+
116
+ ---
117
+
118
+ ## 6. Draw and sample — 2026-09-03
119
+
120
+ **Done.** `chunk_avboit_sample_transmittance` (bias in virtual slices, warp, `(p + 0.5) / (P + 1)` depth
121
+ coordinate, `exp`), `avboit_draw_fragment_body` (one WGSL text shared by the IBL and Brick4 pipelines, where
122
+ the two MBOIT resolve shaders share theirs by duplication), `shader_avboit_draw_ibl`,
123
+ `shader_avboit_draw_brick4`, `AVBOIT_INTEGRAL_SAMPLER_DESCRIPTOR`. Emulator spec of the sample chunk against a
124
+ hand-built integral: run boundaries land on texel centres, an event in front attenuates by `exp(-E × ln 256)`,
125
+ the bias clears a surface's own linear splat, a gap sample reads the previous run's total and none of the
126
+ next run's, beyond the far plane the sample reads the total.
127
+
128
+ **Found.** The emulator's `null` sampler is the linear clamp-to-edge fallback the spec wants, so no sampler
129
+ object is built there.
130
+
131
+ ---
132
+
133
+ ## 7. Resolve, orchestrator, tier 3 — 2026-09-03
134
+
135
+ **Done.** `shader_avboit_resolve` (reads the scene, writes a fresh `rgba16float`; RGB total transmittance
136
+ cannot blend in place), the full `graph_rasterize_meshes_transparent_avboit` with its sub-recorders exported
137
+ (`graph_avboit_occupancy`, `_build_warp`, `_splat`, `_integrate`, `_draw`),
138
+ `avboit_shaders_wgsl_validity.spec.js` (10 modules, zero diagnostics),
139
+ `graph_rasterize_meshes_transparent_avboit.spec.js` on the software device.
140
+
141
+ **Found.**
142
+
143
+ - `graph_compute_pass` cannot create a `read_write` storage buffer from a descriptor: the helper puts every
144
+ readable binding through the read path first, so the descriptor arrives at `pass.write` as an object. The
145
+ warp build is recorded by hand instead, and its `settings` uniform is serialized with
146
+ `encoder.allocateTransientValueBuffer` — the plain-object convenience only exists inside the graph
147
+ helpers, not in `ComputeShader.dispatch`. Plan §3.1's table is unchanged; the pass is the same, just not
148
+ via the helper.
149
+ - No spec builds a `GPUViewContext` over a scene on the mock, so the tier-3 spec pins the exported
150
+ sub-recorders (warp build: one workgroup into a buffer of the struct's size; integration: the dispatch
151
+ covers the voxel grid and the texture is `3d`, `P + 1` deep, storage + sampled; resolve: one 3-vertex draw
152
+ into a fresh target) and the `Renderer` switch at source level. The whole orchestrator's first encode is on
153
+ a real device (steps 8–9).
154
+
155
+ **Verified.** 62 tests across the avboit directory; 81 across `rasterize/`; the full `src/shade` suite
156
+ (489 files, 3360 tests) passes; `scripts/check-types.mjs` reports the declaration emit clean and zero
157
+ consumer-visible errors.
158
+
159
+ ---
160
+
161
+ ## 8–9. Real compile and the look — 2026-09-03, handed over
162
+
163
+ **Done.** `src/shade/playground/avboit/`: the deck's harness in miniature (a stack of cards at a controlled
164
+ spacing, a tinted glass pane, an opaque backdrop), the MBOIT/AVBOIT switch, and a **Compile check** that
165
+ pushes all ten AVBOIT modules through `createShaderModule` on the live device and prints
166
+ `getCompilationInfo`. The README carries the one scripted session (six steps) with what "pass" looks like
167
+ for each.
168
+
169
+ **Not done here, and why.** The in-app browser pane returned `null` from `requestAdapter()` this session
170
+ (its `wgslLanguageFeatures` are present, the adapter is not — the same state
171
+ `playground-needs-immediate-data` recorded on 2026-09-02), and no Claude-in-Chrome browser was connected.
172
+ So neither the real compile nor the picture happened on this side. What the pane did prove: the page
173
+ loads under the dev server, every import resolves (the ten shader modules assemble at import time, so a
174
+ chunk-dependency or struct error would have thrown there), and `start()` runs up to
175
+ `Renderer.initialize`, which reports `requestAdapter returned null` cleanly. The sources were dumped
176
+ (`scratchpad/wgsl/*.wgsl`, 217 KB) for a pane compile should an adapter come back. What is known: every
177
+ module passes the validator, which has no type checker; the type-level risks are listed below so the first
178
+ compile failure, if any, is quick to place.
179
+
180
+ **Type-level things the validator could not see** (in the order a compiler would meet them):
181
+
182
+ - `avboit_warp` takes `ptr<storage, AVBOITWarp, read>`; the splat and draw pass `&warp` where `warp` is
183
+ declared through `addStorageBuffer(..., false)`. `var<storage>` without an explicit mode is `read`, which
184
+ matches.
185
+ - `atomicAdd(&extinction_volume[column + u32(s)], …)` indexes an `array<atomic<u32>>` binding from the
186
+ fragment stage — core WGSL, but the first such pipeline in the tree.
187
+ - `textureStore(integral, vec3<i32>, vec4<f32>)` on `texture_storage_3d<rgba8unorm, write>`.
188
+ - `select(vec3<u32>, vec3<u32>, vec3<bool>)` and `select(vec3<f32>, vec3<f32>, vec3<bool>)` in the
189
+ integration; both are the component-wise overload.
190
+ - The splat fragment entry has no return type against a pipeline with one colour target at `writeMask: 0`.
191
+
192
+ ---
193
+
194
+ ## 10. Docs — 2026-09-03
195
+
196
+ **Done.** `RENDERER_CONTRACT.md` §2 says which mode needs `float32-blendable`; §9 lists
197
+ `transparency_mode`. `CHANGELOG.md` carries the entry under the unreleased 4.0.0 "Added". The plan is at
198
+ revision 1; nothing in steps 1–9 required a revision of its design sections.
199
+
200
+ **Open, for the session in the playground README:** the ten real compiles; the first frame under AVBOIT;
201
+ the stack at the default spacing (does the bar behind it show through?); the spacing at which the cards
202
+ fall into one slice; the red pane's tint on the backdrop. Results go here as entry 11.
203
+
204
+ ---
205
+
206
+ ## 11. Path-traced reference on the playground — 2026-09-03
207
+
208
+ **Done.** A third mode on the page, "path traced (reference)": `feature_path_tracing_enabled` on, TAA
209
+ forced off while it is, the tracer's running-mean floor lowered from 0.01 to 0.002 so the image keeps
210
+ settling past 100 samples, a **Reset accumulation** button, and a once-a-second readout of how converged
211
+ the image is. That readout needed one small engine addition: `AccumulatingPathTracer.min_sample_count`,
212
+ the sample count of the tile that has had the fewest (the per-tile counters were private, and frames
213
+ elapsed is not a sample count — a frame advances one tile).
214
+
215
+ **What the reference is good for, and not** (README "The reference"):
216
+
217
+ - The tracer rolls each transparent hit against alpha and continues the ray, so it converges to the
218
+ exact order-independent composite of the card stack — the thing both OIT modes approximate. Good.
219
+ - It has no per-channel transmission tint (thin-walled transmission carries only `(1 - F)`), so it
220
+ cannot confirm AVBOIT's glass tint; the pane is compared with the tint off.
221
+ - Its shadow rays treat geometry as opaque (the tracer's own `TODO`), so the cards cast full shadows
222
+ there and none under either OIT mode. The stack, not its shadow, is the comparison.
223
+
224
+ **Verified.** `path_tracer/` has no specs of its own; the getter is a read of a private array. The
225
+ page's module graph was re-loaded in the pane (see entry 8–9 for what the pane can and cannot prove).
226
+
227
+ ---
228
+
229
+ ## 12. First renders on a real device — 2026-09-03
230
+
231
+ Alex ran the playground and pasted three canvas captures at the default settings (four cards, alpha
232
+ 0.85, spacing 1.5, red glass pane): path traced, AVBOIT, MBOIT. Read against the code, not measured.
233
+
234
+ **The stack — the deck's depth-complexity claim reproduces.** Under MBOIT the green card, two layers
235
+ back, shows through both the red and the blue card as a lighter rectangle inside the red one. Under
236
+ the path tracer and under AVBOIT it does not; the overlap is red with the blue card directly behind
237
+ faintly visible. AVBOIT is the closer of the two to the reference on the stack. Both rasterized modes
238
+ render the cards darker than the tracer, and they agree with each other, so that is a forward-shading
239
+ versus tracer difference and not this pipeline's.
240
+
241
+ **Also as predicted:** the tracer casts full shadows from the cards (its occlusion query treats
242
+ geometry as opaque), neither OIT mode does.
243
+
244
+ **The glass pane — the tint is working as written, and is the wrong default.** Under AVBOIT the pane
245
+ is deep red; under the tracer and MBOIT it is clear glass. The material is transmission 1 with a red
246
+ base colour, and `chunk_avboit_tint` multiplies transmitted light by that base colour, so green and
247
+ blue drop to ~14 %. It is not opaque — the horizon shows through as the dark-to-bright step at floor
248
+ level — but it is a material semantic the other paths do not have: the forward shader states there is
249
+ no per-channel transmission tint in the material model, and the tracer's thin-walled transmission
250
+ carries only the Fresnel split. The contract's promise that the two modes take the same inputs and
251
+ are safe to flip per frame does not survive a flip that recolours glass.
252
+
253
+ Two corrections to what the code says about itself: the chunk docblock calls base-colour-as-tint
254
+ "the OpenPBR default", which it is not (OpenPBR's transmission colour defaults to white; glTF's
255
+ transmission extension is the one that uses the base colour); and plan §4's first row rests on the
256
+ same reading.
257
+
258
+ **Proposed:** keep the RGB plumbing, default the tint off, expose it as a runtime switch
259
+ (`renderer.avboit.transmission_tint_from_base_color`, carried in the warp header so the splat and
260
+ draw agree per frame), a checkbox on the page, plan to revision 2. The alternative — keep it on and
261
+ document it as an AVBOIT-only semantic — makes one asset mean two things depending on a renderer
262
+ switch. Alex chose the first; entry 14.
263
+
264
+ **Also closed by these renders:** step 8's real compile, for the IBL variant. An AVBOIT frame on a real
265
+ device means the occupancy, warp, splat, integrate, IBL draw and resolve modules all compiled and the
266
+ pipeline ran end to end. The Brick4 draw variant is not exercised by the page (`indirect_lighting_mode`
267
+ is IBL there) and remains compiled only by the validator.
268
+
269
+ ---
270
+
271
+ ## 13. The deck's opaque-card case on the page — 2026-09-03
272
+
273
+ **Done.** At Alex's request: a small pale quad, alpha 1 on a `Transparent` material, one unit behind
274
+ the last card and offset so part of it is seen through the stack and part stands against the backdrop
275
+ and the dark bar. Both pipelines clamp its coverage at `OIT_COVERAGE_MAX` (0.997), so it is the "0 %
276
+ transmittance card" of deck slides 35–38: the case where a moment reconstruction cannot hold the
277
+ step, leaks the background through the surface, and tears along the depth discontinuity at its edge.
278
+ A checkbox (`opaque_quad`, default on) and step 8 of the README's session.
279
+
280
+ **What to expect from AVBOIT here, from the design:** the quad's extinction saturates its slice
281
+ (`-ln(1 - 0.997) / ln 256 ≈ 1.05`, clamped to 1.0), so the integral behind it reads 1.0 and every
282
+ fragment further back is weighted by a transmittance of 1/256. Its edge is a step in the extinction
283
+ volume at 1/8 resolution, softened by the draw's trilinear sample over about one voxel — so a slight
284
+ halo of that width is the expected artefact, not a leak. Anything behind the quad showing through its
285
+ interior would be a finding.
286
+
287
+ ---
288
+
289
+ ## 14. The tint, kept and off by default — 2026-09-03
290
+
291
+ **Done.** `AVBOITSettings` on `Renderer.avboit` with one switch, `transmission_tint_from_base_color`
292
+ (default false). The orchestrator takes `avboit` beside its other inputs (the MBOIT one ignores it), the
293
+ warp build copies it into a new `tint_from_base_color` header word, and both the splat and the draw
294
+ weight `chunk_avboit_tint` by `transmission_factor × f32(warp.tint_from_base_color)`. The chunk's
295
+ docblock now says whose semantics the mapping is (glTF's, not OpenPBR's). Plan to revision 2 (§3.5,
296
+ §4, §7). Contract §9 lists `avboit`. The page has a checkbox for it, off by default, and step 6 of the
297
+ session turns it on before comparing the pane.
298
+
299
+ **Why a header word and not a shader constant:** the splat and the draw must agree within a frame, and
300
+ the header is already the one place both read per-frame facts from; a runtime flag lets the page do
301
+ the A/B without a rebuild.
302
+
303
+ **Verified.** Build-warp emulator spec asserts the header copies the flag; validity tier over the
304
+ edited modules; rasterize spec tree.
305
+
306
+ ---
307
+
308
+ ## 15. Decisions on the open items — 2026-09-03
309
+
310
+ Alex's answers to the open list, and what each became.
311
+
312
+ **Slice floor — mine to call; 5 cm is a spacing worth resolving.** Virtual slice thickness is
313
+ `(z0 + z - near) · ln(1 + (far - near) / z0) / V`. At the page's camera (`near 0.1`, `far 200`,
314
+ `z0 = 0.8`) and `V = 1024` that was 5.8 cm at 10 m: one slice, under the two-slice bias, so 5 cm
315
+ blended. `AVBOIT_VIRTUAL_SLICES_MAX` is now 4096 — 1.5 cm at 10 m, 2.8 cm at 20 m, 7 cm at 50 m — so
316
+ 5 cm resolves out to about 17 m before the bias eats it, and the adaptive halving still pulls it back
317
+ when more than 128 slices are occupied. The bias stays at 2.0 rather than dropping to the analytic
318
+ 1.5: the half-slice margin is what covers the depth difference between a splat fragment (a
319
+ 1/8-resolution pixel centre) and a draw fragment on a sloped surface. Cost: 128 occupancy words, a
320
+ 16 KB LUT, a longer single-lane loop in the warp build. Specs unchanged in intent (they read the
321
+ constant) and green.
322
+
323
+ **The opaque quad — fine as is.** Stays on the page.
324
+
325
+ **Camera.** `OrbitalCameraController` on the page (drag, wheel, right-drag), **Copy camera** to the
326
+ clipboard and a box, **Apply camera** from the box, `camera_state()` / `apply_camera()` /
327
+ `configure({ camera })` from the console. Plan §9 gains the slope risk in its own words: a splat
328
+ fragment carries its low-resolution pixel centre's depth, and on a grazing surface that can exceed
329
+ the bias.
330
+
331
+ **Brick4 — should land.** The variant exists and is validator-clean; the page now has an
332
+ indirect-lighting select (IBL / Brick4) so the Brick4 draw pipeline compiles and draws on a device.
333
+ The scene has no probes, so the indirect term is black either way; the step is in the session.
334
+
335
+ **Timings — hook up the profiler.** Done as on `volumetrics_froxel`: **Profile** starts a
336
+ `GPUProfileSession` at `WORKLOAD`, pressing it again drains and downloads
337
+ `avboit-<mode>-<timestamp>.sgpt` for the gpu-inspector-tool, with the mode and the page's settings in
338
+ the note and the adapter in the meta. Same settings, two recordings, one per mode, is the comparison.
339
+
340
+ **Software device — wrong tool for an end-to-end spec, and that is fine.** Plan §6 tier 3 now says
341
+ so; the full-orchestrator spec is off the list.
342
+
343
+ **Phase 2 — only clean, unambiguous, non-situational.** Decided item by item in plan §7 revision 3.
344
+ One landed: the draw discards a fragment the volume already calls extinct (`T ≤ 1/256` in every
345
+ channel) *before* forward shading. No new resource or pass; the error is bounded by `1/256` of the
346
+ background (`AVBOIT_EXTINCT_TRANSMITTANCE`), below the 8-bit volume's own resolution. Tile skipping
347
+ (no: sub-millisecond passes), the zero-transmittance depth cull (not now: situational, touches the
348
+ depth other passes read, wants its own plan and a scene that needs it), the monochrome buffer (no:
349
+ two representations for content we do not have), the sparse texture (no: speculative).
350
+
351
+ **Back-sided materials — ignored for now.** Plan §7 keeps the note.
352
+
353
+ **AVBOIT is the default.** `Renderer.transparency_mode = ShadeTransparencyMode.AVBOIT`; the enum,
354
+ the contract (§2 keeps `float32-blendable` on the floor while MBOIT is selectable; §9 row), the
355
+ changelog and the page's default select follow. The source-level spec pins the new default.
356
+
357
+ **Committed** on the branch after this entry.
358
+
359
+ ---
360
+
361
+ ## 16. The page's camera and profile buttons, reported not working — 2026-09-03
362
+
363
+ Alex: the camera could not be moved, and **Profile** appeared to do nothing with no way to stop it.
364
+
365
+ **What was verified here.** The page was restructured so the camera, its controller and every control
366
+ are wired *before* the device is requested. That made the input path testable in the in-app pane,
367
+ which has no adapter: a synthetic pointer drag dispatched on the canvas orbited the camera from
368
+ `(0, 2.5, 12)` to `(-7.3, 3.7, 9.4)` and a wheel event zoomed it, read back through `camera_state()`.
369
+ So `OrbitalCameraController` on `document.body`, the pointer device and the transform write are
370
+ correct as wired. What could not be reproduced is the failure in a real session.
371
+
372
+ **What the restructure found.** Building geometry before `Renderer.initialize` threw
373
+ `Cannot read properties of undefined (reading 'exports')`: the meshlet builder runs on a WASM
374
+ instance (`MeshoptClusterizer`) that instantiates asynchronously at import, and the renderer's own
375
+ initialization had been what gave it time. The page now awaits `MeshoptClusterizer.ready` itself. Not
376
+ the reported fault (the committed order built geometry after the device), but the same class of
377
+ thing: a step that silently depended on another step's timing.
378
+
379
+ **Made robust, since the fault could not be seen.** Every control handler runs through a guard that
380
+ puts a failure into the report panel (`<what> failed: <message>`) instead of only the console; the
381
+ final settings application is guarded so a settings error cannot stop the frame loop from starting;
382
+ the Profile button carries a `recording` state (label and red border) so a running capture is
383
+ unmistakable and the same button stops it; the controls are spelled out under the canvas. If a real
384
+ session still does not orbit, the report panel now says why.
385
+
386
+ **Suspicion, unverified.** With HMR off, a reload taken while the page's files were being rewritten
387
+ on disk can pair one version of `index.html` with another of `main.js` or `Renderer.js`; a
388
+ `TypeError` in the settings step then killed `start()` before the frame loop, which is the one
389
+ sequence that leaves the buttons registered, the camera frozen and no picture of the cause. A hard
390
+ reload after this commit is the first thing to try.
391
+
392
+ ---
393
+
394
+ ## 17. First timings — 2026-09-03
395
+
396
+ Alex ran a short profiling session on the page (the deck's harness in miniature: four cards, the
397
+ glass pane, the opaque quad, 1280x720): **AVBOIT 289.9 us, MBOIT 282.4 us**, averages of the
398
+ transparency work, which he reads as within the noise. Device and capture files not recorded here.
399
+
400
+ **What that says.** On this scene the two pipelines cost the same. That is the expected shape, not a
401
+ surprise: the deck's cost argument (AVBOIT approaching no-OIT, slides 106-110) comes from VFX content
402
+ with tens of millions of overdrawn transparent pixels, where the 1/8-resolution splat, the saturated
403
+ integral and the early-out remove most of the shading work. Six quads at 720p have almost nothing
404
+ for those to remove, and AVBOIT's fixed costs — the occupancy pass, the warp build, the integration
405
+ over a 160x90x129 volume, the resolve into a fresh target — are of the same order as MBOIT's two
406
+ full-resolution passes over the same few quads. So the number closes the question "does the new path
407
+ cost more on light content" (no), and leaves open the one the deck actually answers, which needs a
408
+ scene with real transparent overdraw. Plan §9's contention risk is unmeasured until then.
409
+
410
+ **Committed** with this entry.
411
+
412
+ ---
413
+
414
+ ## 18. Review against the engine — 2026-09-03
415
+
416
+ Alex asked three questions of the code: is anything reinvented, does it follow one function per
417
+ chunk, does it fight the engine. Surveyed and fixed; plan to revision 4.
418
+
419
+ **Reinvented, now reused.**
420
+
421
+ - *The depth curve.* `chunk_avboit_depth_curve` (t(z), z(t), a `z0` knob) was a second copy of what the
422
+ light clusters and the froxels already use: `cluster_depth_to_z_slice` with parameters from
423
+ `build_light_cluster_parameters`. That builder's `scale` argument is the linearization the deck
424
+ describes; `avboit_build_depth_curve` chooses it so the curve is pure log from the near offset,
425
+ because the warp makes near precision free. Gone: the chunk, its inverse, its spec, the
426
+ `AVBOIT_DEPTH_CURVE_LINEARIZATION` constant, and the camera binding of the warp build (the curve now
427
+ arrives as three floats in the settings and in the occupancy pass's own settings uniform).
428
+ - *The bit fold.* `avboit_fold_pairs` is the OR of the even bits compacted and the odd bits compacted,
429
+ which is `decode32_morton2`'s job. Found on the way: for a 32-bit code that function's `.y` is *not*
430
+ the odd bits — the `<< 31` that separates them in the 16-bit variant (`<< 15`) cannot work in 32
431
+ bits — and the first reuse trusted it; the warp-build spec caught it as an occupied count of 70
432
+ against 66. The fold now goes through the correct `.x` half twice, once on `x >> 1`, and has a spec
433
+ against a bit-by-bit reference. `decode32_morton2` is used nowhere else in the tree; its `.y` is a
434
+ latent engine defect, noted for whoever reaches for it next.
435
+ - *The sampler.* `AVBOIT_INTEGRAL_SAMPLER_DESCRIPTOR` duplicated `SAMPLER_LINEAR_UPSCALE` (linear,
436
+ clamped on every axis), which the draw already binds as `sLinear` for the split-sum LUT. The integral
437
+ samples through that; one binding fewer in the view group.
438
+ - *The draw loop.* `material_draw` existed privately in both orchestrators. It is
439
+ `rasterize/native/material_draw_indirect.js` now, with the material bind-group layout it needs,
440
+ imported by both.
441
+
442
+ **Convention.** 650 of the engine's ~700 chunk files hold exactly one function named after the file;
443
+ mine held two to six. Five chunks became seventeen (`chunk_avboit_pack_counts`, `_unpack_counts`,
444
+ `_transmittance_to_extinction`, `_extinction_to_transmittance`, `_extinction_to_counts`,
445
+ `_counts_to_extinction`, `_overflows`, `_occupancy_range`, `_occupancy_word_mask`, `_dilate_word`,
446
+ `_fold_pairs`, `_warp`, `_view_depth_to_virtual`, `_view_depth_to_physical`,
447
+ `_integral_depth_coordinate`, `_sample_transmittance`, `_transmission_tint`), each with its spec; the
448
+ hand-built warp and the curve's inverse the specs share live in `avboit_spec_support.js`, test-only.
449
+
450
+ **Kept, on purpose.** `avboit_draw_fragment_body.js` shares one WGSL text between the IBL and Brick4
451
+ draw pipelines where MBOIT duplicates its resolve body. No precedent either way in the tree; two
452
+ 45-line bodies drifting apart is the worse failure, and the two files stay concrete modules with no
453
+ conditionals in them.
454
+
455
+ **Also checked and found conforming:** the manual frame-graph passes match the MBOIT orchestrator's
456
+ shape; `AVBOITSettings` on `Renderer.avboit` matches the other sub-object settings; the settings
457
+ structs defined beside their shaders match `shader_read_out_bucket`; the bit packing uses WGSL's
458
+ `insertBits`/`extractBits` directly, which is what the engine's `bitfield_*` chunks are thin proxies
459
+ for; no `safe_*` math helper was reinvented — the one floor (`max(T, 1e-6)` before a log) has no
460
+ counterpart in `shader/chunk/math/`.
461
+
462
+ **Verified.** Every spec in `rasterize/` (the avboit directory's now-larger set, MBOIT's, the shared
463
+ bucket code) and the type check.
464
+
465
+ ## 19. Side channels, and particles as the first one — 2026-09-04
466
+
467
+ Alex: *"let's widen out AVBOIT so we can put particle render in there, that's where particles should
468
+ go. Make sure the extension is clean. No need to bother with MBOIT, it's going to be deprecated...
469
+ I don't think packing particle quads into meshlets is the way to go, so likely a side channel."*
470
+
471
+ **The seam.** `AVBOITSideChannel.js` is a JSDoc contract, no base class: three methods, called by
472
+ the orchestrator at the three points where the meshlet buckets have just contributed theirs —
473
+ `avboit_occupancy` before the warp is built, `avboit_splat` before integrate, `avboit_draw` before
474
+ resolve. Each takes the handles the orchestrator holds and returns the handles the next reader must
475
+ take, which is the frame graph's own threading rule and nothing new. The orchestrator gained one
476
+ parameter, `side_channels = []`, and one changed condition: it used to return early when no
477
+ transparent material had meshlets, and now returns early only if there are also no channels.
478
+ Integrate and resolve were not touched — they cannot tell a channel's fragment from a meshlet's,
479
+ which is the property that makes this a seam rather than a special case.
480
+
481
+ **The fourth accumulator.** An additive fragment covers nothing: it writes zero extinction and zero
482
+ norm, so the resolve's renormalization — `(1 - T_total) / Σnorm`, which redistributes exactly the
483
+ light the covering surfaces took from the scene — must not scale it. It cannot share the `color`
484
+ accumulator for that reason. So `emission` joins as a fourth target, added to the resolve outside
485
+ the normalization, holding light the draw already attenuated by the transmittance in front of it.
486
+ The cost is honest and paid whether or not a channel is present: one more `rgba16float` at internal
487
+ resolution, and every transparent mesh fragment writing `vec4(0)` to it. Buying it back would mean a
488
+ three-target draw pipeline beside the four-target one — a variant, which the house rule and the
489
+ plan's §5 both refuse — or a post-resolve additive pass with its own pipeline and bind group. One
490
+ target is the cheaper of the three.
491
+
492
+ **Shared, not copied.** The splat's voxel write (the two-slice linear split, the overflow mark) came
493
+ out of the meshlet splat into `chunk_avboit_splat_slice`, so the particle splat writes the volume
494
+ through the same code, not a second implementation of it. On the particle side the billboard vertex
495
+ stage came out of the standalone renderer into `chunk_particle_billboard_vertex`, shared by three
496
+ pipelines, and the emitter's world bounds sphere into `chunk_particle_emitter_world_sphere`, shared
497
+ by the tick's frustum cull and the new occupancy.
498
+
499
+ **What the review found.** Four things, all fixed here:
500
+
501
+ - *A binding that lied.* The shared vertex chunk read its slot list from a binding named `sorted`.
502
+ The standalone path binds the depth-sorted list there; the AVBOIT passes bind the alive list,
503
+ because the volume makes order irrelevant and the sort does not run on that path. Renamed
504
+ `draw_list` in the chunk and all three pipelines: which list it is, is the caller's choice.
505
+ - *Bounds with new teeth.* The occupancy is per emitter, from the bounds sphere — the field that
506
+ until now only fed the optional simulation culling and that an emitter not opting in could leave
507
+ at its default. A particle outside it still draws, but its extinction lands in whatever physical
508
+ slice the warp put nearest, so it occludes at slightly the wrong depth. Documented on the field
509
+ and in the particle design, because it is now a rendering input.
510
+ - *One simulation per view.* `simulate` steps the system and hands out handles into the graph it
511
+ recorded into, so two views of one scene would step it twice. The renderer has one view per
512
+ `render` call, so it holds today; the fix when that changes is to separate the step from the
513
+ import. Documented on the method rather than built speculatively.
514
+ - *A teardown that leaked.* `Renderer.destroy` did not destroy the particle systems it creates per
515
+ scene context. It does now.
516
+
517
+ **Checked and found sound.** The volume and the accumulators are always created by the meshlet
518
+ passes before a channel is asked, even at zero materials, so a particles-only frame has them; the
519
+ splat's dummy attachment is cleared by the meshlet splat before the particle splat loads it; passes
520
+ that write imported buffers are marked as side effects by `FramePassBuilder`, so the simulation
521
+ still advances in a frame whose transparency pass is off; a fresh `FrameGraph` per frame makes the
522
+ "simulated into this graph" assertion catch a stale handle set loudly; and the depth texture is
523
+ bound as a read-only attachment and a sampled texture in the same pass, which WebGPU allows and the
524
+ soft fade needs.
525
+
526
+ **Under MBOIT.** Particles simulate and do not draw. MBOIT is the legacy path and gets no new
527
+ sources; `Renderer.feature_particles_enabled` says so where a reader will hit it.
528
+
529
+ **Verified.** Tiers 1–3: the WGSL validity spec (the three new pipelines parse, validate, and stay
530
+ inside the eight-storage-buffer budget), the occupancy pass on the emulator against the depth
531
+ curve's own arithmetic, the three graph passes on the software device (pass order, attachments,
532
+ indirect draws, the read-only depth), the orchestrator's call order and the renderer's wiring, and
533
+ the whole engine suite — 2321 files, 16119 tests — plus the type check. Not verified: any of it on a
534
+ device. The Browser pane handed out no WebGPU adapter this session, so even the real Tint compile
535
+ that ledger 18's review leaned on is still owed for these three shaders.
536
+
537
+ ## 20. Adversarial review of the side channel — 2026-09-04
538
+
539
+ Alex ran the playground, said it works, and asked for an adversarial review. A picture that looks
540
+ right is weak evidence for this pipeline: every defect below survives one, because each is either
541
+ a second copy of something small, a disagreement between two passes about the same fragment, or a
542
+ path the scene on screen does not take.
543
+
544
+ **What the volume and the accumulators disagreed about.** The pipeline's whole contract is that the
545
+ extinction the splat records is the coverage the draw weights its accumulators by
546
+ (`avboit_draw_fragment_body`'s own header says so). Two fragments broke it:
547
+
548
+ - *The soft fade.* The draw faded a particle's alpha against the scene depth; the splat had no depth
549
+ binding at all and recorded the unfaded coverage. A smoke card fading out where it meets the floor
550
+ drew nothing there and still wrote full extinction, so the floor was darkened through a card that
551
+ was invisible — the seam soft particles exist to remove, one layer down. The splat now samples the
552
+ same depth (one texel per voxel) and applies the same fade, through
553
+ `chunk_particle_scene_view_depth`, which the draw took its inline copy of the linearization from.
554
+ `avboit_splat` therefore takes `depth_texture` — the one contract change.
555
+ - *Additive and the fog.* The draw composited volumetric in-scatter into every fragment and then put
556
+ additive ones in `emission`, which the resolve adds *outside* the normalization. The scene behind
557
+ already carries that in-scatter, and nothing subtracts it: a hundred overlapping sparks added a
558
+ hundred copies of the fog. An emitting fragment is now dimmed by the fog's transmittance and
559
+ carries none of its light; a covering one still re-adds it, weighted by the coverage it took,
560
+ because it hides the part of the scene it owes it to.
561
+
562
+ **Two more in the same fragment.** `PREMULTIPLIED` with zero alpha is the engine's other spelling of
563
+ additive — the billboard pipeline blends it that way — and the draw branched on the blend enum, so
564
+ such a sprite was treated as covering, written to `color` with zero `norm`, and multiplied by a
565
+ normalization of zero: it disappeared. The routing is on coverage now, which is what the splat
566
+ already used, so the two agree by construction. And the coverage ceiling was applied to `norm` and
567
+ `extinction` but not to `color`, unbounded above (a curve can drive alpha past 1) and unguarded
568
+ below (a negative alpha made a negative extinction, and `exp(-sum)` then brightened the scene).
569
+
570
+ All four are pinned on the emulator: the fragment's decision came out into
571
+ `chunk_particle_avboit_contribution` as its own no-behaviour-change step, then nine tests, four of
572
+ them red against the old code.
573
+
574
+ **Teardown.** `destroy()` freed the buffers and left every emitter node holding a row of the table it
575
+ had just freed. A renderer rebuilt after a device loss makes a fresh system whose membership sweep
576
+ reads `row !== -1` as "already mine", takes the moved branch rather than the arrived one, and never
577
+ registers the emitter: it stops emitting for good. It retires them now. The default 1×1 atlas was
578
+ also unreachable — only its view was kept — and is held and freed.
579
+
580
+ **The orchestrator can be run at tier 3 after all.** This file said it could not: it needs a view
581
+ context over meshlet geometry no spec builds. That is true of a frame *with transparent meshes* —
582
+ and the path side channels added is the other one. A scene with no transparent materials and one
583
+ channel reaches for no geometry, so the whole orchestrator now runs on the mock, and the ordering
584
+ contract and the handle threading are pinned from the outside instead of by reading the source for
585
+ call order. The mock gained `indirect-first-instance` for it, on the argument its own header already
586
+ makes for `subgroups`: it permits a field in an indirect draw the mock never reads, issuing a draw it
587
+ never runs, and refusing it left the transparency orchestration untestable for a reason unrelated to
588
+ what the tier asserts.
589
+
590
+ **Found and left alone, on purpose:**
591
+
592
+ - *The occupancy marks every emitter*, with no frustum test and no liveness test, where the meshlet
593
+ occupancy dispatches over the HZB-filtered collection. An idle or off-screen emitter still reserves
594
+ its depth run, and the warp then fits more occupied virtual slices into the same 128 physical ones.
595
+ It costs precision, never correctness. A frustum test is the obvious fix and belongs with a scene
596
+ that shows the cost.
597
+ - *The occupancy sphere bounds particle centres*, not the quads' own depth extent, which for a
598
+ stretched or world-oriented particle reaches a size (or more) past the centre. Documented on
599
+ `ParticleEmitter.bounds_radius` rather than inflated by a guess.
600
+ - *Particles have no motion vectors.* The transparency composite happens before TAA, so a fast spark
601
+ is reprojected with the background's motion and ghosts. Transparent meshes have had this property
602
+ since before AVBOIT; particles make it easier to see. The playground has a TAA switch.
603
+ - *One system per scene context is never released*, mirroring `SceneManager`'s own map. A per-scene
604
+ release path is a design addition, not a fix.
605
+ - *`simulate` steps once per view*, so two views of one scene would step it twice. Documented on the
606
+ method; the renderer has one view per `render` call today.
607
+
608
+ **Verified.** The whole engine suite and the type check at budget. The playground page was loaded
609
+ from the dev server again — import graph, WASM meshlet build, scene, camera controller under a
610
+ synthetic drag, and every control handler including the two error paths added here. Still no adapter
611
+ in the Browser pane, so still no picture and still no real Tint compile.
612
+
613
+ ## 21. What the device caught and the review did not — 2026-09-04
614
+
615
+ Alex ran entry 20's work and got:
616
+
617
+ ```
618
+ Binding entry textureView not set.
619
+ - While validating entries[6] against { binding: 6, ..., texture: {sampleType: UnfilterableFloat, ...} }
620
+ - While encoding [RenderPassEncoder "Particle AVBOIT Splat"].SetBindGroup(0, ...)
621
+ ```
622
+
623
+ Entry 20 added `scene_depth` to the splat's bindings between the atlas and its sampler, and added
624
+ the depth view to the *end* of the positional array the pass hands to `BindGroupDescriptor.from`.
625
+ Everything after the insertion point slid along by one: binding 6 wanted a texture and got the
626
+ sampler. Nothing on this side of the device could see it. The frame graph does not know what a
627
+ binding means, the mock does not validate an entry against its layout, and both of entry 20's new
628
+ tests looked for the depth view's *presence* in the group rather than its position.
629
+
630
+ The fix is not the index. Both particle render passes now build their bindings by name, through
631
+ `ShaderResourceSetDescriptor#generateBindings` — the path the standalone billboard pass already
632
+ used, and the reason it never had this bug — so the order a shader declares its bindings in is the
633
+ shader's own business and nothing here mirrors it. `constructRenderPass` sets the pipeline and every
634
+ group from that, which also took the manual `setBindGroup` calls out.
635
+
636
+ And the tier that missed it can see it now: `expect_bindings_match_layout` walks a recorded pass and
637
+ asserts every entry is the *kind* — buffer, texture or sampler — its pipeline layout declares at that
638
+ binding. It fails against the shipped code. That check is worth copying to any pass built by hand.
639
+
640
+ **The lesson for this directory:** a positional bind-entry list is a latent version of this defect in
641
+ every pass that has one, and it surfaces only on hardware, only when that pass first encodes. The
642
+ meshlet passes here still build theirs positionally.