@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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  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
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  999. package/src/shade/renderer/scene/optimization/geometry/geometry_deduplicate.d.ts +3 -3
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  1002. package/src/shade/renderer/scene/optimization/geometry/internal/anchor_grow_topological.d.ts +2 -2
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  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
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@@ -0,0 +1,38 @@
1
+ import { assert } from "../../../../../core/assert.js";
2
+ import { build_light_cluster_parameters } from "../../../light/cluster/build_light_cluster_parameters.js";
3
+ import { AVBOIT_DEPTH_CURVE_NEAR_OFFSET, AVBOIT_VIRTUAL_SLICES_MAX } from "./AVBOIT_CONSTANTS.js";
4
+
5
+ /**
6
+ * The depth curve of the extinction volume, as `cluster_parameters` for the engine's log slicing
7
+ * (`cluster_depth_to_z_slice`), built for the finest virtual resolution.
8
+ *
9
+ * `build_light_cluster_parameters` is the light clusters' and the froxels' curve: slice
10
+ * `= log2(depth · B + O) · scale`, with `scale` deciding how much of the range is logarithmic and
11
+ * `near_offset` where it starts. The choice here is pure log from the offset plane — `scale` such that
12
+ * `O` comes out zero — because the adaptive warp makes near-plane precision free (empty slices cost no
13
+ * physical slice), so there is nothing to gain by flattening the curve as the light clusters do.
14
+ *
15
+ * Slice thickness at view depth `z` is then `z · ln(far / offset) / (V_max - 1)`; the numbers for the
16
+ * defaults are on `AVBOIT_VIRTUAL_SLICES_MAX`.
17
+ *
18
+ * @param {number} near camera near plane, world units
19
+ * @param {number} far camera far plane, world units
20
+ * @param {Float32Array|number[]} [result] three floats
21
+ * @returns {Float32Array|number[]} `result`
22
+ */
23
+ export function avboit_build_depth_curve(near, far, result = new Float32Array(3)) {
24
+ assert.isNumber(near, 'near');
25
+ assert.isNumber(far, 'far');
26
+ assert.greaterThan(far, near, 'far must be greater than near');
27
+
28
+ const offset = near + AVBOIT_DEPTH_CURVE_NEAR_OFFSET;
29
+ const scale = (AVBOIT_VIRTUAL_SLICES_MAX - 1) / Math.log2(far / offset);
30
+
31
+ return build_light_cluster_parameters(
32
+ result, 0,
33
+ AVBOIT_VIRTUAL_SLICES_MAX,
34
+ near, far,
35
+ AVBOIT_DEPTH_CURVE_NEAR_OFFSET,
36
+ scale,
37
+ );
38
+ }
@@ -0,0 +1,45 @@
1
+ /**
2
+ * The fragment stage of the AVBOIT draw pass, shared verbatim by the IBL and Brick4 pipelines
3
+ * (`shader_avboit_draw_ibl`, `shader_avboit_draw_brick4`), which differ only in which
4
+ * `forward_shade_standard_fragment` they link and in one storage buffer in the view group. Same
5
+ * arrangement as the two MBOIT resolve shaders, with the body held in one place.
6
+ *
7
+ * Per fragment (plan §3.8): full forward shading and the inline volumetric composite exactly as the
8
+ * MBOIT resolve does them, then the transmittance of everything in front from the integral texture,
9
+ * and four additive outputs:
10
+ *
11
+ * ```
12
+ * color += shaded × coverage × T premultiplied, as MBOIT
13
+ * norm += (1 - T_self) × T per channel — the normalization denominator
14
+ * extinction += -log(T_self) per channel — the total, resolved to exp(-Σ)
15
+ * emission += 0 light that occludes nothing; a surface has none
16
+ * ```
17
+ *
18
+ * `T_self = (1 - coverage) × tint` is the same self-transmittance the splat recorded for this
19
+ * surface, through the same chunk, which is what keeps the volume and the accumulators consistent.
20
+ *
21
+ * `emission` is the accumulator for light that is added without covering anything — an additive
22
+ * particle, a glow. It is already attenuated by `T` when written and joins the resolve as it is,
23
+ * outside the coverage normalization the other three go through; a surface with coverage writes
24
+ * nothing to it. It exists so a side channel (`AVBOITSideChannel`) can add light through the same
25
+ * pass as the surfaces, in the same order-independent way.
26
+ *
27
+ * The transmittance is sampled *before* shading, and a fragment the volume already calls extinct
28
+ * (`T ≤ 1/256` in every channel) is discarded without being shaded — the per-fragment form of the
29
+ * deck's zero-transmittance early-out, without its depth-buffer rewrite. The bound on what that
30
+ * changes is in `AVBOIT_EXTINCT_TRANSMITTANCE`.
31
+ *
32
+ * @type {string}
33
+ */
34
+ export const AVBOIT_DRAW_FRAGMENT_BODY: string;
35
+ /**
36
+ * Dependencies of {@link AVBOIT_DRAW_FRAGMENT_BODY} other than the shading chunk each pipeline picks.
37
+ * @type {CodeChunk[]}
38
+ */
39
+ export const AVBOIT_DRAW_FRAGMENT_DEPENDENCIES: CodeChunk[];
40
+ /**
41
+ * The four additive `rgba16float` targets, in `AVBOITDrawOutput` order.
42
+ * @type {GPUColorTargetState[]}
43
+ */
44
+ export const AVBOIT_DRAW_TARGETS: GPUColorTargetState[];
45
+ //# sourceMappingURL=avboit_draw_fragment_body.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"avboit_draw_fragment_body.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/avboit_draw_fragment_body.js"],"names":[],"mappings":"AASA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH,wCAFU,MAAM,CAgEV;AAEN;;;GAGG;AACH,gDAFU,WAAW,CASnB;AAEF;;;GAGG;AACH,kCAFU,qBAAqB,CAiB3B"}
@@ -0,0 +1,139 @@
1
+ import { chunk_sample_volumetrics } from "../../../deferred/chunk_sample_volumetrics.js";
2
+ import { chunk_get_view_space_depth } from "../../../shader/chunk/depth/chunk_get_view_space_depth.js";
3
+ import { chunk_unjitter_uv } from "../../../shader/chunk/texture/chunk_unjitter_uv.js";
4
+ import { FORWARD_VERTEX_SHADER_STRUCT } from "../../forward/FORWARD_VERTEX_SHADER_STRUCT.js";
5
+ import { OIT_COVERAGE_MAX } from "../oit/OIT_CONSTANTS.js";
6
+ import { AVBOIT_EXTINCT_TRANSMITTANCE } from "./AVBOIT_CONSTANTS.js";
7
+ import { chunk_avboit_sample_transmittance } from "./chunk_avboit_sample_transmittance.js";
8
+ import { chunk_avboit_transmission_tint } from "./chunk_avboit_transmission_tint.js";
9
+
10
+ /**
11
+ * The fragment stage of the AVBOIT draw pass, shared verbatim by the IBL and Brick4 pipelines
12
+ * (`shader_avboit_draw_ibl`, `shader_avboit_draw_brick4`), which differ only in which
13
+ * `forward_shade_standard_fragment` they link and in one storage buffer in the view group. Same
14
+ * arrangement as the two MBOIT resolve shaders, with the body held in one place.
15
+ *
16
+ * Per fragment (plan §3.8): full forward shading and the inline volumetric composite exactly as the
17
+ * MBOIT resolve does them, then the transmittance of everything in front from the integral texture,
18
+ * and four additive outputs:
19
+ *
20
+ * ```
21
+ * color += shaded × coverage × T premultiplied, as MBOIT
22
+ * norm += (1 - T_self) × T per channel — the normalization denominator
23
+ * extinction += -log(T_self) per channel — the total, resolved to exp(-Σ)
24
+ * emission += 0 light that occludes nothing; a surface has none
25
+ * ```
26
+ *
27
+ * `T_self = (1 - coverage) × tint` is the same self-transmittance the splat recorded for this
28
+ * surface, through the same chunk, which is what keeps the volume and the accumulators consistent.
29
+ *
30
+ * `emission` is the accumulator for light that is added without covering anything — an additive
31
+ * particle, a glow. It is already attenuated by `T` when written and joins the resolve as it is,
32
+ * outside the coverage normalization the other three go through; a surface with coverage writes
33
+ * nothing to it. It exists so a side channel (`AVBOITSideChannel`) can add light through the same
34
+ * pass as the surfaces, in the same order-independent way.
35
+ *
36
+ * The transmittance is sampled *before* shading, and a fragment the volume already calls extinct
37
+ * (`T ≤ 1/256` in every channel) is discarded without being shaded — the per-fragment form of the
38
+ * deck's zero-transmittance early-out, without its depth-buffer rewrite. The bound on what that
39
+ * changes is in `AVBOIT_EXTINCT_TRANSMITTANCE`.
40
+ *
41
+ * @type {string}
42
+ */
43
+ export const AVBOIT_DRAW_FRAGMENT_BODY =
44
+ //language=WGSL
45
+ `
46
+ struct AVBOITDrawOutput {
47
+ @location(0) color : vec4<f32>,
48
+ @location(1) norm : vec4<f32>,
49
+ @location(2) extinction : vec4<f32>,
50
+ @location(3) emission : vec4<f32>,
51
+ }
52
+
53
+ @fragment
54
+ fn main(
55
+ @builtin(front_facing) front_facing : bool,
56
+ vert: ${FORWARD_VERTEX_SHADER_STRUCT.wgsl_ref},
57
+ ) -> AVBOITDrawOutput {
58
+
59
+ // need to unjitter UV to account for TAA
60
+ var vert_adjusted = vert;
61
+ vert_adjusted.uv = unjitter_uv(vert.uv, view.jitter);
62
+
63
+ // linear view depth (vert.position is @builtin(position); .z is device depth) and screen uv,
64
+ // for the volume lookup and the fog composite alike
65
+ let frag_view_depth = get_view_space_depth(vert_adjusted.position.z, camera);
66
+ let frag_screen_uv = vert_adjusted.position.xy / vec2<f32>(f32(view.width), f32(view.height));
67
+
68
+ let transmittance = avboit_sample_transmittance(&warp, tIntegral, sLinear, frag_screen_uv, frag_view_depth);
69
+
70
+ if (all(transmittance <= vec3<f32>(${AVBOIT_EXTINCT_TRANSMITTANCE}))) {
71
+ // nothing this fragment contributes survives what is in front of it; skip the shading
72
+ discard;
73
+ }
74
+
75
+ let shaded = forward_shade_standard_fragment(vert_adjusted, front_facing);
76
+
77
+ // composite volumetric fog between the camera and this fragment
78
+ let volumetrics = sample_volumetrics(frag_view_depth, frag_screen_uv, vert_adjusted.position.xy);
79
+
80
+ let color = shaded.rgb * volumetrics.w + volumetrics.xyz;
81
+
82
+ // full opacity would be zero transmittance, whose logarithm breaks the accumulators
83
+ let coverage = min(shaded.a, ${OIT_COVERAGE_MAX});
84
+
85
+ // the same tint the splat recorded, from the same inputs
86
+ var tint = vec3<f32>(1.0);
87
+ let f_transmission = material_info.transmission_factor;
88
+ if (f_transmission > 0.0) {
89
+ let t_diffuse = textureSample(texture_diffuse, texture_diffuse_sampler, vert_adjusted.uv);
90
+ let base_color = (t_diffuse.rgb / max(t_diffuse.a, 1e-7)) * vert.color;
91
+ tint = avboit_transmission_tint(base_color, f_transmission * f32(warp.tint_from_base_color));
92
+ }
93
+
94
+ let self_transmittance = (1.0 - coverage) * tint;
95
+
96
+ var out: AVBOITDrawOutput;
97
+
98
+ out.color = vec4<f32>(color * coverage * transmittance, 0.0);
99
+ out.norm = vec4<f32>((1.0 - self_transmittance) * transmittance, 0.0);
100
+ out.extinction = vec4<f32>(-log(self_transmittance), 0.0);
101
+ out.emission = vec4<f32>(0.0);
102
+
103
+ return out;
104
+ }
105
+ `;
106
+
107
+ /**
108
+ * Dependencies of {@link AVBOIT_DRAW_FRAGMENT_BODY} other than the shading chunk each pipeline picks.
109
+ * @type {CodeChunk[]}
110
+ */
111
+ export const AVBOIT_DRAW_FRAGMENT_DEPENDENCIES = [
112
+ FORWARD_VERTEX_SHADER_STRUCT.declaration_chunk,
113
+ chunk_unjitter_uv,
114
+ chunk_get_view_space_depth,
115
+ chunk_sample_volumetrics,
116
+ chunk_avboit_sample_transmittance,
117
+ chunk_avboit_transmission_tint,
118
+ ];
119
+
120
+ /**
121
+ * The four additive `rgba16float` targets, in `AVBOITDrawOutput` order.
122
+ * @type {GPUColorTargetState[]}
123
+ */
124
+ export const AVBOIT_DRAW_TARGETS = ["color", "norm", "extinction", "emission"].map(label => ({
125
+ label,
126
+ format: "rgba16float",
127
+ blend: {
128
+ color: {
129
+ operation: "add",
130
+ srcFactor: "one",
131
+ dstFactor: "one",
132
+ },
133
+ alpha: {
134
+ operation: "add",
135
+ srcFactor: "one",
136
+ dstFactor: "one",
137
+ }
138
+ }
139
+ }));
@@ -0,0 +1,37 @@
1
+ /**
2
+ * Test-only helpers shared by the AVBOIT emulator specs: a warp binding built by hand the way
3
+ * `shader_avboit_build_warp` builds it on the GPU, and the depth that lands on a given finest-level
4
+ * virtual slice, so a spec can reason in slices and still feed the real curve.
5
+ *
6
+ * Not a spec, and not shipped: nothing outside `*.spec.js` imports it.
7
+ */
8
+ /**
9
+ * The emulator hands a `u32` with its top bit set back as a negative JS number; compare unsigned.
10
+ * @param {number} x
11
+ * @returns {number}
12
+ */
13
+ export function u32(x: number): number;
14
+ /**
15
+ * @param {number[]} occupancy one flag per virtual slice; its length is the active `V`
16
+ * @param {object} [overrides] header fields to override
17
+ * @returns {object} a warp binding as the shaders see it
18
+ */
19
+ export function make_warp(occupancy: number[], overrides?: object): object;
20
+ /**
21
+ * The view depth whose finest-level slice coordinate is `slice`, inverting the pure-log curve
22
+ * `avboit_build_depth_curve` builds: `slice = log2(depth · B + O) · scale`.
23
+ *
24
+ * @param {ArrayLike<number>} curve cluster parameters
25
+ * @param {number} slice in `[0, AVBOIT_VIRTUAL_SLICES_MAX]`
26
+ * @returns {number}
27
+ */
28
+ export function depth_for_finest_slice(curve: ArrayLike<number>, slice: number): number;
29
+ /**
30
+ * The view depth whose coordinate at the active resolution `V` is `virtual_slice`.
31
+ *
32
+ * @param {object} warp
33
+ * @param {number} virtual_slice in `[0, V]`
34
+ * @returns {number}
35
+ */
36
+ export function depth_for_virtual_slice(warp: object, virtual_slice: number): number;
37
+ //# sourceMappingURL=avboit_spec_support.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"avboit_spec_support.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/avboit_spec_support.js"],"names":[],"mappings":"AAGA;;;;;;GAMG;AAEH;;;;GAIG;AACH,uBAHW,MAAM,GACJ,MAAM,CAIlB;AAED;;;;GAIG;AACH,qCAJW,MAAM,EAAE,cACR,MAAM,GACJ,MAAM,CAsBlB;AAED;;;;;;;GAOG;AACH,8CAJW,UAAU,MAAM,CAAC,SACjB,MAAM,GACJ,MAAM,CAKlB;AAED;;;;;;GAMG;AACH,8CAJW,MAAM,iBACN,MAAM,GACJ,MAAM,CAOlB"}
@@ -0,0 +1,73 @@
1
+ import { AVBOIT_PHYSICAL_SLICES, AVBOIT_VIRTUAL_SLICES_MAX } from "./AVBOIT_CONSTANTS.js";
2
+ import { avboit_build_depth_curve } from "./avboit_build_depth_curve.js";
3
+
4
+ /**
5
+ * Test-only helpers shared by the AVBOIT emulator specs: a warp binding built by hand the way
6
+ * `shader_avboit_build_warp` builds it on the GPU, and the depth that lands on a given finest-level
7
+ * virtual slice, so a spec can reason in slices and still feed the real curve.
8
+ *
9
+ * Not a spec, and not shipped: nothing outside `*.spec.js` imports it.
10
+ */
11
+
12
+ /**
13
+ * The emulator hands a `u32` with its top bit set back as a negative JS number; compare unsigned.
14
+ * @param {number} x
15
+ * @returns {number}
16
+ */
17
+ export function u32(x) {
18
+ return x >>> 0;
19
+ }
20
+
21
+ /**
22
+ * @param {number[]} occupancy one flag per virtual slice; its length is the active `V`
23
+ * @param {object} [overrides] header fields to override
24
+ * @returns {object} a warp binding as the shaders see it
25
+ */
26
+ export function make_warp(occupancy, overrides = {}) {
27
+ const lut = new Uint32Array(occupancy.length + 1);
28
+ let prefix = 0;
29
+ for (let v = 0; v < occupancy.length; v++) {
30
+ lut[v] = (prefix << 1) | occupancy[v];
31
+ prefix += occupancy[v];
32
+ }
33
+ lut[occupancy.length] = prefix << 1;
34
+
35
+ return {
36
+ virtual_count: occupancy.length,
37
+ occupied_count: prefix,
38
+ physical_count: AVBOIT_PHYSICAL_SLICES,
39
+ voxel_width: 1,
40
+ voxel_height: 1,
41
+ tint_from_base_color: 0,
42
+ cluster_parameters: avboit_build_depth_curve(0.1, 200),
43
+ lut,
44
+ ...overrides,
45
+ };
46
+ }
47
+
48
+ /**
49
+ * The view depth whose finest-level slice coordinate is `slice`, inverting the pure-log curve
50
+ * `avboit_build_depth_curve` builds: `slice = log2(depth · B + O) · scale`.
51
+ *
52
+ * @param {ArrayLike<number>} curve cluster parameters
53
+ * @param {number} slice in `[0, AVBOIT_VIRTUAL_SLICES_MAX]`
54
+ * @returns {number}
55
+ */
56
+ export function depth_for_finest_slice(curve, slice) {
57
+ const [B, O, scale] = curve;
58
+ return (Math.pow(2, slice / scale) - O) / B;
59
+ }
60
+
61
+ /**
62
+ * The view depth whose coordinate at the active resolution `V` is `virtual_slice`.
63
+ *
64
+ * @param {object} warp
65
+ * @param {number} virtual_slice in `[0, V]`
66
+ * @returns {number}
67
+ */
68
+ export function depth_for_virtual_slice(warp, virtual_slice) {
69
+ return depth_for_finest_slice(
70
+ warp.cluster_parameters,
71
+ virtual_slice * AVBOIT_VIRTUAL_SLICES_MAX / warp.virtual_count
72
+ );
73
+ }
@@ -0,0 +1,9 @@
1
+ /**
2
+ * Accumulated counts back to normalized extinction. Not clamped: a field that summed past 255 reads
3
+ * above 1.0 here and saturates in the integration, which is where the running value is kept.
4
+ *
5
+ * @type {CodeChunk}
6
+ */
7
+ export const chunk_avboit_counts_to_extinction: CodeChunk;
8
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
9
+ //# sourceMappingURL=chunk_avboit_counts_to_extinction.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_avboit_counts_to_extinction.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/chunk_avboit_counts_to_extinction.js"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,gDAFU,SAAS,CASjB;0BAhBwB,uCAAuC"}
@@ -0,0 +1,17 @@
1
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
2
+ import { AVBOIT_EXTINCTION_SCALE } from "./AVBOIT_CONSTANTS.js";
3
+
4
+ /**
5
+ * Accumulated counts back to normalized extinction. Not clamped: a field that summed past 255 reads
6
+ * above 1.0 here and saturates in the integration, which is where the running value is kept.
7
+ *
8
+ * @type {CodeChunk}
9
+ */
10
+ export const chunk_avboit_counts_to_extinction = CodeChunk.from(
11
+ //language=WGSL
12
+ `
13
+ fn avboit_counts_to_extinction(counts: vec3<u32>) -> vec3<f32> {
14
+ return vec3<f32>(counts) / ${AVBOIT_EXTINCTION_SCALE}.0;
15
+ }
16
+ `
17
+ );
@@ -0,0 +1,11 @@
1
+ /**
2
+ * One occupancy word dilated by one slice each side. `below` carries bit 31 of the previous word
3
+ * into bit 0, `above` carries bit 0 of the next word already shifted up to bit 31, so runs grow
4
+ * across word boundaries too. The margin is what keeps a fragment on the edge of a meshlet's bounds
5
+ * from linear-splatting into a neighbouring run.
6
+ *
7
+ * @type {CodeChunk}
8
+ */
9
+ export const chunk_avboit_dilate_word: CodeChunk;
10
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
11
+ //# sourceMappingURL=chunk_avboit_dilate_word.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_avboit_dilate_word.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/chunk_avboit_dilate_word.js"],"names":[],"mappings":"AAEA;;;;;;;GAOG;AACH,uCAFU,SAAS,CASjB;0BAjBwB,uCAAuC"}
@@ -0,0 +1,18 @@
1
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * One occupancy word dilated by one slice each side. `below` carries bit 31 of the previous word
5
+ * into bit 0, `above` carries bit 0 of the next word already shifted up to bit 31, so runs grow
6
+ * across word boundaries too. The margin is what keeps a fragment on the edge of a meshlet's bounds
7
+ * from linear-splatting into a neighbouring run.
8
+ *
9
+ * @type {CodeChunk}
10
+ */
11
+ export const chunk_avboit_dilate_word = CodeChunk.from(
12
+ //language=WGSL
13
+ `
14
+ fn avboit_dilate_word(x: u32, below: u32, above: u32) -> u32 {
15
+ return x | (x << 1u) | below | (x >> 1u) | above;
16
+ }
17
+ `
18
+ );
@@ -0,0 +1,9 @@
1
+ /**
2
+ * Normalized extinction to the 8-bit counts the splat adds: rounded to nearest, so an event below
3
+ * half a count registers nothing — the finest single-event occlusion the volume holds is about 2 %.
4
+ *
5
+ * @type {CodeChunk}
6
+ */
7
+ export const chunk_avboit_extinction_to_counts: CodeChunk;
8
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
9
+ //# sourceMappingURL=chunk_avboit_extinction_to_counts.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_avboit_extinction_to_counts.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/chunk_avboit_extinction_to_counts.js"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,gDAFU,SAAS,CASjB;0BAhBwB,uCAAuC"}
@@ -0,0 +1,17 @@
1
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
2
+ import { AVBOIT_EXTINCTION_SCALE } from "./AVBOIT_CONSTANTS.js";
3
+
4
+ /**
5
+ * Normalized extinction to the 8-bit counts the splat adds: rounded to nearest, so an event below
6
+ * half a count registers nothing — the finest single-event occlusion the volume holds is about 2 %.
7
+ *
8
+ * @type {CodeChunk}
9
+ */
10
+ export const chunk_avboit_extinction_to_counts = CodeChunk.from(
11
+ //language=WGSL
12
+ `
13
+ fn avboit_extinction_to_counts(extinction: vec3<f32>) -> vec3<u32> {
14
+ return vec3<u32>(saturate(extinction) * ${AVBOIT_EXTINCTION_SCALE}.0 + 0.5);
15
+ }
16
+ `
17
+ );
@@ -0,0 +1,9 @@
1
+ /**
2
+ * The inverse of `avboit_transmittance_to_extinction`: `exp(-e · ln 256)` per channel, what the
3
+ * draw applies to a sampled integral.
4
+ *
5
+ * @type {CodeChunk}
6
+ */
7
+ export const chunk_avboit_extinction_to_transmittance: CodeChunk;
8
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
9
+ //# sourceMappingURL=chunk_avboit_extinction_to_transmittance.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_avboit_extinction_to_transmittance.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/chunk_avboit_extinction_to_transmittance.js"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,uDAFU,SAAS,CASjB;0BAhBwB,uCAAuC"}
@@ -0,0 +1,17 @@
1
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
2
+ import { AVBOIT_EXTINCTION_MAX } from "./AVBOIT_CONSTANTS.js";
3
+
4
+ /**
5
+ * The inverse of `avboit_transmittance_to_extinction`: `exp(-e · ln 256)` per channel, what the
6
+ * draw applies to a sampled integral.
7
+ *
8
+ * @type {CodeChunk}
9
+ */
10
+ export const chunk_avboit_extinction_to_transmittance = CodeChunk.from(
11
+ //language=WGSL
12
+ `
13
+ fn avboit_extinction_to_transmittance(extinction: vec3<f32>) -> vec3<f32> {
14
+ return exp(-extinction * ${AVBOIT_EXTINCTION_MAX});
15
+ }
16
+ `
17
+ );
@@ -0,0 +1,15 @@
1
+ /**
2
+ * Halve the slice resolution of one occupancy word: bit `j` of the 16-bit result is bit `2j` OR bit
3
+ * `2j + 1` of the input — the even bits compacted, OR the odd bits compacted.
4
+ *
5
+ * Both compactions come from the BVH builder's 2D Morton decode. Only its `.x` is used: for a 32-bit
6
+ * code that function's `.x` is the even bits compacted to 16, while its `.y` is not the odd bits (the
7
+ * `<< 31` that separates the odd bits works in the 16-bit variant, where the shift is 15, and cannot
8
+ * in 32 bits). Shifting the word right by one puts the odd bits on even positions, so the same `.x`
9
+ * serves both halves.
10
+ *
11
+ * @type {CodeChunk}
12
+ */
13
+ export const chunk_avboit_fold_pairs: CodeChunk;
14
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
15
+ //# sourceMappingURL=chunk_avboit_fold_pairs.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_avboit_fold_pairs.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/chunk_avboit_fold_pairs.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;GAWG;AACH,sCAFU,SAAS,CAWjB;0BAvBwB,uCAAuC"}
@@ -0,0 +1,25 @@
1
+ import { chunk_decode32_morton2 } from "../../../shader/chunk/bvh/morton/chunk_decode32_morton2.js";
2
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
3
+
4
+ /**
5
+ * Halve the slice resolution of one occupancy word: bit `j` of the 16-bit result is bit `2j` OR bit
6
+ * `2j + 1` of the input — the even bits compacted, OR the odd bits compacted.
7
+ *
8
+ * Both compactions come from the BVH builder's 2D Morton decode. Only its `.x` is used: for a 32-bit
9
+ * code that function's `.x` is the even bits compacted to 16, while its `.y` is not the odd bits (the
10
+ * `<< 31` that separates the odd bits works in the 16-bit variant, where the shift is 15, and cannot
11
+ * in 32 bits). Shifting the word right by one puts the odd bits on even positions, so the same `.x`
12
+ * serves both halves.
13
+ *
14
+ * @type {CodeChunk}
15
+ */
16
+ export const chunk_avboit_fold_pairs = CodeChunk.from(
17
+ //language=WGSL
18
+ `
19
+ fn avboit_fold_pairs(x: u32) -> u32 {
20
+ return decode32_morton2(x).x | decode32_morton2(x >> 1u).x;
21
+ }
22
+ `, [
23
+ chunk_decode32_morton2,
24
+ ]
25
+ );
@@ -0,0 +1,17 @@
1
+ /**
2
+ * The normalized depth coordinate into the integral texture for a fragment at `z_view` (plan §3.8).
3
+ *
4
+ * The sample bias is applied in *virtual* slices before the warp: inside an occupied run that is the
5
+ * same as biasing the physical coordinate; at the start of a run it walks into the gap before it,
6
+ * where the warp is flat, and the sample reads the previous run's total rather than two slices into a
7
+ * run that may be arbitrarily far away in depth.
8
+ *
9
+ * The integral holds `P + 1` texels, one per slice *boundary*, so physical coordinate `p` reads texel
10
+ * centre `(p + 0.5) / (P + 1)`: a run boundary lands exactly on a texel and the sample is the sum of
11
+ * the slices before it, with no share of the slice after.
12
+ *
13
+ * @type {CodeChunk}
14
+ */
15
+ export const chunk_avboit_integral_depth_coordinate: CodeChunk;
16
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
17
+ //# sourceMappingURL=chunk_avboit_integral_depth_coordinate.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_avboit_integral_depth_coordinate.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/chunk_avboit_integral_depth_coordinate.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;GAaG;AACH,qDAFU,SAAS,CAgBjB;0BAlCwB,uCAAuC"}
@@ -0,0 +1,35 @@
1
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
2
+ import { AVBOIT_SAMPLE_BIAS_SLICES } from "./AVBOIT_CONSTANTS.js";
3
+ import { AVBOIT_WARP_STRUCT } from "./AVBOIT_WARP_STRUCT.js";
4
+ import { chunk_avboit_view_depth_to_virtual } from "./chunk_avboit_view_depth_to_virtual.js";
5
+ import { chunk_avboit_warp } from "./chunk_avboit_warp.js";
6
+
7
+ /**
8
+ * The normalized depth coordinate into the integral texture for a fragment at `z_view` (plan §3.8).
9
+ *
10
+ * The sample bias is applied in *virtual* slices before the warp: inside an occupied run that is the
11
+ * same as biasing the physical coordinate; at the start of a run it walks into the gap before it,
12
+ * where the warp is flat, and the sample reads the previous run's total rather than two slices into a
13
+ * run that may be arbitrarily far away in depth.
14
+ *
15
+ * The integral holds `P + 1` texels, one per slice *boundary*, so physical coordinate `p` reads texel
16
+ * centre `(p + 0.5) / (P + 1)`: a run boundary lands exactly on a texel and the sample is the sum of
17
+ * the slices before it, with no share of the slice after.
18
+ *
19
+ * @type {CodeChunk}
20
+ */
21
+ export const chunk_avboit_integral_depth_coordinate = CodeChunk.from(
22
+ //language=WGSL
23
+ `
24
+ fn avboit_integral_depth_coordinate(warp: ptr<storage, ${AVBOIT_WARP_STRUCT.wgsl_ref}, read>, z_view: f32) -> f32 {
25
+ let v = avboit_view_depth_to_virtual(warp, z_view);
26
+ let v_biased = max(v - ${AVBOIT_SAMPLE_BIAS_SLICES}, 0.0);
27
+ let p = avboit_warp(warp, v_biased);
28
+ return (p + 0.5) / f32((*warp).physical_count + 1u);
29
+ }
30
+ `, [
31
+ AVBOIT_WARP_STRUCT.declaration_chunk,
32
+ chunk_avboit_view_depth_to_virtual,
33
+ chunk_avboit_warp,
34
+ ]
35
+ );
@@ -0,0 +1,11 @@
1
+ /**
2
+ * The inclusive range of finest-level virtual slices a depth interval covers, dilated by
3
+ * `AVBOIT_OCCUPANCY_DILATION` each side and clamped to the volume. Both ends are continuous slice
4
+ * coordinates from `cluster_depth_to_z_slice`, so a value of exactly `V_max` (the far plane) lands
5
+ * on the last slice.
6
+ *
7
+ * @type {CodeChunk}
8
+ */
9
+ export const chunk_avboit_occupancy_range: CodeChunk;
10
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
11
+ //# sourceMappingURL=chunk_avboit_occupancy_range.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_avboit_occupancy_range.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/chunk_avboit_occupancy_range.js"],"names":[],"mappings":"AAGA;;;;;;;GAOG;AACH,2CAFU,SAAS,CAWjB;0BApBwB,uCAAuC"}
@@ -0,0 +1,21 @@
1
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
2
+ import { AVBOIT_OCCUPANCY_DILATION, AVBOIT_VIRTUAL_SLICES_MAX } from "./AVBOIT_CONSTANTS.js";
3
+
4
+ /**
5
+ * The inclusive range of finest-level virtual slices a depth interval covers, dilated by
6
+ * `AVBOIT_OCCUPANCY_DILATION` each side and clamped to the volume. Both ends are continuous slice
7
+ * coordinates from `cluster_depth_to_z_slice`, so a value of exactly `V_max` (the far plane) lands
8
+ * on the last slice.
9
+ *
10
+ * @type {CodeChunk}
11
+ */
12
+ export const chunk_avboit_occupancy_range = CodeChunk.from(
13
+ //language=WGSL
14
+ `
15
+ fn avboit_occupancy_range(slice_near: f32, slice_far: f32) -> vec2<i32> {
16
+ let first = max(i32(floor(slice_near)) - ${AVBOIT_OCCUPANCY_DILATION}, 0);
17
+ let last = min(i32(floor(slice_far)) + ${AVBOIT_OCCUPANCY_DILATION}, ${AVBOIT_VIRTUAL_SLICES_MAX - 1});
18
+ return vec2<i32>(first, last);
19
+ }
20
+ `
21
+ );
@@ -0,0 +1,9 @@
1
+ /**
2
+ * The bits of occupancy word `word` (32 slices per word) that fall inside the inclusive slice
3
+ * range `[first, last]` — what the prepass ORs into that word.
4
+ *
5
+ * @type {CodeChunk}
6
+ */
7
+ export const chunk_avboit_occupancy_word_mask: CodeChunk;
8
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
9
+ //# sourceMappingURL=chunk_avboit_occupancy_word_mask.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_avboit_occupancy_word_mask.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/chunk_avboit_occupancy_word_mask.js"],"names":[],"mappings":"AAEA;;;;;GAKG;AACH,+CAFU,SAAS,CAmBjB;0BAzBwB,uCAAuC"}