@woosh/meep-engine 3.15.0 → 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 (952) 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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@@ -0,0 +1,18 @@
1
+ /**
2
+ * The opaque scene's view-space depth behind a particle fragment, for the soft fade.
3
+ *
4
+ * The linearization is the engine's own (`get_view_space_depth`); what this adds is the reverse-Z
5
+ * background case. A device depth at or below zero is the cleared far plane — nothing opaque was
6
+ * drawn on that pixel — and dividing by it would put the scene *in front of* the particle and fade
7
+ * it out against empty space. Far away is the honest answer, so the fade returns 1 there.
8
+ *
9
+ * Shared by the AVBOIT splat and the AVBOIT draw so that the coverage the volume records and the
10
+ * coverage the accumulators are weighted by are the same number. They were not, before: the draw
11
+ * faded and the splat did not, so a card fading out where it met the floor still wrote full
12
+ * extinction there and darkened the floor through itself along the seam it exists to remove.
13
+ *
14
+ * @type {CodeChunk}
15
+ */
16
+ export const chunk_particle_scene_view_depth: CodeChunk;
17
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
18
+ //# sourceMappingURL=chunk_particle_scene_view_depth.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_particle_scene_view_depth.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_scene_view_depth.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;GAcG;AACH,8CAFU,SAAS,CAMc;0BArBP,oCAAoC"}
@@ -0,0 +1,24 @@
1
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
2
+ import { chunk_get_view_space_depth } from "../../shader/chunk/depth/chunk_get_view_space_depth.js";
3
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
4
+
5
+ /**
6
+ * The opaque scene's view-space depth behind a particle fragment, for the soft fade.
7
+ *
8
+ * The linearization is the engine's own (`get_view_space_depth`); what this adds is the reverse-Z
9
+ * background case. A device depth at or below zero is the cleared far plane — nothing opaque was
10
+ * drawn on that pixel — and dividing by it would put the scene *in front of* the particle and fade
11
+ * it out against empty space. Far away is the honest answer, so the fade returns 1 there.
12
+ *
13
+ * Shared by the AVBOIT splat and the AVBOIT draw so that the coverage the volume records and the
14
+ * coverage the accumulators are weighted by are the same number. They were not, before: the draw
15
+ * faded and the splat did not, so a card fading out where it met the floor still wrote full
16
+ * extinction there and darkened the floor through itself along the seam it exists to remove.
17
+ *
18
+ * @type {CodeChunk}
19
+ */
20
+ export const chunk_particle_scene_view_depth = CodeChunk.from(/* language=wgsl */ `
21
+ fn particle_scene_view_depth(device_depth : f32, camera : ${CAMERA_UNIFORM_STRUCT.wgsl_ref}) -> f32 {
22
+ return select(get_view_space_depth(device_depth, camera), 1e9, device_depth <= 0.0);
23
+ }
24
+ `, [chunk_get_view_space_depth]);
@@ -0,0 +1,26 @@
1
+ /**
2
+ * Populates the VM's builtin context and seeds its RNG for one particle before a program section
3
+ * runs.
4
+ *
5
+ * The emitter's world position / direction / up come from its scene node — the `global` of its row
6
+ * in the scene database's `transforms` table, which the GPU hierarchy pass composed this frame from
7
+ * the node's own transform and its parents'. An emitter parented to an animated joint therefore
8
+ * spawns and simulates where the joint is *now*, with nothing copied through the CPU: the joint's
9
+ * pose was written by the animation passes and composed by the hierarchy pass, and this reads the
10
+ * result. The caller fetches the node with `scene_read_node(&scene_database, em.node)`, and the age
11
+ * with {@link ./chunk_particle_emitter_age.js}.
12
+ *
13
+ * The RNG seed is `hash_lowbias32_vec3u` over (emitter seed, slot, frame) — the engine's house
14
+ * hash, not a private one. It only has to be well mixed, since `random()` does the real work from
15
+ * here, and `rnd_state` feeds a PCG whose LCG step has a nonzero increment, so no seed value
16
+ * (zero included) is degenerate.
17
+ *
18
+ * Depends on {@link chunk_particle_vm} (owns `vm_ctx`, and pulls in the shared `rnd_state`),
19
+ * {@link chunk_particle_emitter} (the `ParticleEmitter` struct) and
20
+ * {@link chunk_scene_database_access} (the node struct + reader).
21
+ *
22
+ * @type {CodeChunk}
23
+ */
24
+ export const chunk_particle_setup_context: CodeChunk;
25
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
26
+ //# sourceMappingURL=chunk_particle_setup_context.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_particle_setup_context.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_setup_context.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,2CAFU,SAAS,CA8BhB;0BA1DuB,oCAAoC"}
@@ -0,0 +1,59 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { chunk_hash_lowbias32_vec3u } from "../../shader/chunk/random/lowbias/chunk_hash_lowbias32_vec3u.js";
3
+ import { NODE3D_STRUCT } from "../../scene/NODE3D_STRUCT.js";
4
+ import { chunk_scene_database_access } from "../../scene/chunk_scene_database_access.js";
5
+ import { chunk_particle_emitter } from "../data/chunk_particle_emitter.js";
6
+ import { chunk_particle_vm } from "../vm/chunk_particle_vm.js";
7
+
8
+ /**
9
+ * Populates the VM's builtin context and seeds its RNG for one particle before a program section
10
+ * runs.
11
+ *
12
+ * The emitter's world position / direction / up come from its scene node — the `global` of its row
13
+ * in the scene database's `transforms` table, which the GPU hierarchy pass composed this frame from
14
+ * the node's own transform and its parents'. An emitter parented to an animated joint therefore
15
+ * spawns and simulates where the joint is *now*, with nothing copied through the CPU: the joint's
16
+ * pose was written by the animation passes and composed by the hierarchy pass, and this reads the
17
+ * result. The caller fetches the node with `scene_read_node(&scene_database, em.node)`, and the age
18
+ * with {@link ./chunk_particle_emitter_age.js}.
19
+ *
20
+ * The RNG seed is `hash_lowbias32_vec3u` over (emitter seed, slot, frame) — the engine's house
21
+ * hash, not a private one. It only has to be well mixed, since `random()` does the real work from
22
+ * here, and `rnd_state` feeds a PCG whose LCG step has a nonzero increment, so no seed value
23
+ * (zero included) is degenerate.
24
+ *
25
+ * Depends on {@link chunk_particle_vm} (owns `vm_ctx`, and pulls in the shared `rnd_state`),
26
+ * {@link chunk_particle_emitter} (the `ParticleEmitter` struct) and
27
+ * {@link chunk_scene_database_access} (the node struct + reader).
28
+ *
29
+ * @type {CodeChunk}
30
+ */
31
+ export const chunk_particle_setup_context = CodeChunk.from(/* wgsl */ `
32
+ fn particle_setup_context(
33
+ em : ParticleEmitter,
34
+ node : ${NODE3D_STRUCT.wgsl_ref},
35
+ slot : u32,
36
+ dt : f32,
37
+ time : f32,
38
+ emitter_age : f32,
39
+ spawn_fraction : f32,
40
+ frame : u32,
41
+ ) {
42
+ let transform = node.global;
43
+
44
+ vm_ctx.delta_time = dt;
45
+ vm_ctx.time = time;
46
+ vm_ctx.emitter_age = emitter_age;
47
+ vm_ctx.spawn_fraction = spawn_fraction;
48
+ vm_ctx.particle_index = f32(slot);
49
+ vm_ctx.emitter_position = (transform * vec4<f32>(0.0, 0.0, 0.0, 1.0)).xyz;
50
+ vm_ctx.emitter_direction = normalize((transform * vec4<f32>(0.0, 0.0, -1.0, 0.0)).xyz);
51
+ vm_ctx.emitter_up = normalize((transform * vec4<f32>(0.0, 1.0, 0.0, 0.0)).xyz);
52
+ rnd_state = hash_lowbias32_vec3u(vec3<u32>(em.seed, slot, frame));
53
+ }
54
+ `, [
55
+ chunk_particle_vm,
56
+ chunk_particle_emitter,
57
+ chunk_scene_database_access,
58
+ chunk_hash_lowbias32_vec3u,
59
+ ]);
@@ -0,0 +1,14 @@
1
+ /**
2
+ * The draw pipeline: the four additive accumulators, reverse-Z depth test against the scene, no
3
+ * depth write.
4
+ * @type {RenderPipelineDescriptor}
5
+ */
6
+ export const PARTICLE_AVBOIT_DRAW_PIPELINE: RenderPipelineDescriptor;
7
+ /** The draw shader's resource set, for building its bind group. */
8
+ export const PARTICLE_AVBOIT_DRAW_RESOURCES: ShaderResourceSetDescriptor;
9
+ /** The assembled shader, for the validity tier. */
10
+ export const shader_particle_avboit_draw: ShaderDescriptor;
11
+ import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
12
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
13
+ import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
14
+ //# sourceMappingURL=shader_particle_avboit_draw.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_particle_avboit_draw.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_avboit_draw.js"],"names":[],"mappings":"AAkIA;;;;GAIG;AACH,4CAFU,wBAAwB,CAa/B;AAEH,mEAAmE;AACnE,yEAAwD;AAExD,mDAAmD;AACnD,2DAAsD;yCAxJb,iEAAiE;4CAW9D,sDAAsD;iCAFjE,kCAAkC"}
@@ -0,0 +1,153 @@
1
+ import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
+ import { DepthStencilState } from "../../../descriptor/pipeline/render/DepthStencilState.js";
3
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
4
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
5
+ import { chunk_sample_volumetrics } from "../../deferred/chunk_sample_volumetrics.js";
6
+ import { AVBOIT_EXTINCT_TRANSMITTANCE } from "../../rasterize/native/avboit/AVBOIT_CONSTANTS.js";
7
+ import { AVBOIT_WARP_STRUCT } from "../../rasterize/native/avboit/AVBOIT_WARP_STRUCT.js";
8
+ import { AVBOIT_DRAW_TARGETS } from "../../rasterize/native/avboit/avboit_draw_fragment_body.js";
9
+ import { chunk_avboit_sample_transmittance } from "../../rasterize/native/avboit/chunk_avboit_sample_transmittance.js";
10
+ import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
11
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
12
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
13
+ import { SAMPLER_LINEAR_UPSCALE } from "../../texture/SAMPLER_LINEAR_UPSCALE.js";
14
+ import { VIEW_UNIFORM_STRUCT } from "../../view/VIEW_UNIFORM_STRUCT.js";
15
+ import { VOLUMETRICS_METADATA_STRUCT } from "../../volumetrics/VOLUMETRICS_METADATA_STRUCT.js";
16
+ import { EMITTER_FLAG } from "../data/PARTICLE_EMITTER_STRUCT.js";
17
+ import { PARTICLE_SOFT_FADE_RANGE } from "../ParticleConstants.js";
18
+ import { chunk_particle_avboit_contribution } from "./chunk_particle_avboit_contribution.js";
19
+ import { chunk_particle_scene_view_depth } from "./chunk_particle_scene_view_depth.js";
20
+ import { chunk_particle_billboard_vertex } from "./chunk_particle_billboard_vertex.js";
21
+ import { chunk_particle_lighting_unlit } from "./chunk_particle_lighting.js";
22
+
23
+ /**
24
+ * The particles' AVBOIT draw: the billboard quads at internal resolution, depth-tested against the
25
+ * opaque scene, into the four accumulators the transparent meshes draw into
26
+ * (`avboit_draw_fragment_body`). The particle counterpart of `shader_avboit_draw_ibl`.
27
+ *
28
+ * Per fragment: the atlas sample times the particle colour, the soft-depth fade against the scene
29
+ * depth and the lighting hook exactly as the standalone renderer applies them, the volumetric fog
30
+ * composite exactly as the mesh draw applies it, then the transmittance of everything in front from
31
+ * the integral texture — and a fragment the volume already calls extinct is discarded unshaded.
32
+ *
33
+ * What is written depends on how the particle blends:
34
+ *
35
+ * - **alpha / premultiplied** — a surface: `color += premultiplied × T`, `norm += coverage × T`,
36
+ * `extinction += -log(1 - coverage)`, the same three the meshes write, with an untinted
37
+ * `T_self = 1 - coverage`; the splat recorded exactly that.
38
+ * - **additive** — light: `emission += premultiplied × T`, nothing else. It joins the resolve
39
+ * attenuated by what is in front of it and outside the coverage normalization, which is what an
40
+ * additive fragment means.
41
+ *
42
+ * The scene depth is bound twice: as the read-only depth attachment the pipeline tests against, and
43
+ * as the texture the soft fade reads. Both are reads, which WebGPU allows within one pass; the pass
44
+ * is recorded with the attachment read-only for that reason.
45
+ */
46
+
47
+ const resources = new ShaderResourceSetDescriptor();
48
+
49
+ resources.createGroup()
50
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
51
+ .addUniform("view", VIEW_UNIFORM_STRUCT)
52
+ .addStorageBuffer("warp", AVBOIT_WARP_STRUCT)
53
+ .addStorageBuffer("pool", WebGPUArray.u32, false)
54
+ .addStorageBuffer("draw_list", WebGPUArray.u32, false)
55
+ .addStorageBuffer("emitter_database", WebGPUArray.u32, false)
56
+ .addTexture("atlas", "float")
57
+ .addSampler("atlas_sampler", "filtering")
58
+ .addTexture("scene_depth", "unfilterable-float")
59
+ // sampled through sLinear: linear, clamped on every axis, which is what the integral needs
60
+ .addTexture("tIntegral", "float", "3d")
61
+ .addSampler("sLinear", "filtering", SAMPLER_LINEAR_UPSCALE)
62
+ // volumetrics (composited inline)
63
+ .addUniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT)
64
+ .addTexture("tVolumetrics", "float", "3d")
65
+ .addTexture("tSTBN_vec3", "float", "3d");
66
+
67
+ const body = CodeChunk.from(
68
+ /* language=wgsl */ `
69
+ const PARTICLE_FLAG_SOFT_DEPTH : u32 = ${EMITTER_FLAG.SOFT_DEPTH}u;
70
+ const PARTICLE_FLAG_LIGHTING : u32 = ${EMITTER_FLAG.LIGHTING}u;
71
+ const PARTICLE_SOFT_FADE_RANGE : f32 = ${PARTICLE_SOFT_FADE_RANGE};
72
+
73
+ struct ParticleAVBOITDrawOutput {
74
+ @location(0) color : vec4<f32>,
75
+ @location(1) norm : vec4<f32>,
76
+ @location(2) extinction : vec4<f32>,
77
+ @location(3) emission : vec4<f32>,
78
+ }
79
+
80
+ @vertex
81
+ fn vs_main(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> ParticleVertexOut {
82
+ return particle_billboard_vertex(vi, ii);
83
+ }
84
+
85
+ @fragment
86
+ fn fs_main(in : ParticleVertexOut) -> ParticleAVBOITDrawOutput {
87
+ let screen_uv = in.clip.xy / vec2<f32>(f32(view.width), f32(view.height));
88
+
89
+ let transmittance = avboit_sample_transmittance(&warp, tIntegral, sLinear, screen_uv, in.view_depth);
90
+
91
+ if (all(transmittance <= vec3<f32>(${AVBOIT_EXTINCT_TRANSMITTANCE}))) {
92
+ // nothing this fragment contributes survives what is in front of it; skip the shading
93
+ discard;
94
+ }
95
+
96
+ var color = textureSample(atlas, atlas_sampler, in.uv) * in.color;
97
+
98
+ if ((in.flags & PARTICLE_FLAG_SOFT_DEPTH) != 0u) {
99
+ let scene_vd = particle_scene_view_depth(textureLoad(scene_depth, vec2<i32>(in.clip.xy), 0).r, camera);
100
+ color.a = color.a * particle_soft_fade(scene_vd, in.view_depth, PARTICLE_SOFT_FADE_RANGE);
101
+ }
102
+
103
+ if ((in.flags & PARTICLE_FLAG_LIGHTING) != 0u) {
104
+ color = particle_apply_lighting(color, in.world_position, normalize(in.normal));
105
+ }
106
+
107
+ let volumetrics = sample_volumetrics(in.view_depth, screen_uv, in.clip.xy);
108
+
109
+ let contribution = particle_avboit_contribution(color, in.blend, transmittance, volumetrics);
110
+
111
+ var out : ParticleAVBOITDrawOutput;
112
+
113
+ out.color = contribution.color;
114
+ out.norm = contribution.norm;
115
+ out.extinction = contribution.extinction;
116
+ out.emission = contribution.emission;
117
+
118
+ return out;
119
+ }
120
+ `, [
121
+ chunk_particle_avboit_contribution,
122
+ chunk_particle_scene_view_depth,
123
+ chunk_particle_billboard_vertex,
124
+ chunk_particle_lighting_unlit,
125
+ chunk_sample_volumetrics,
126
+ chunk_avboit_sample_transmittance,
127
+ ]);
128
+
129
+ const descriptor = ShaderDescriptor.from({ label: "Particle AVBOIT Draw", body, resources });
130
+
131
+ /**
132
+ * The draw pipeline: the four additive accumulators, reverse-Z depth test against the scene, no
133
+ * depth write.
134
+ * @type {RenderPipelineDescriptor}
135
+ */
136
+ export const PARTICLE_AVBOIT_DRAW_PIPELINE = RenderPipelineDescriptor.from({
137
+ label: "Particle AVBOIT Draw",
138
+ layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
139
+ vertex: { module: { code: descriptor.source }, entryPoint: "vs_main" },
140
+ fragment: {
141
+ module: { code: descriptor.source },
142
+ entryPoint: "fs_main",
143
+ targets: AVBOIT_DRAW_TARGETS,
144
+ },
145
+ depthStencil: DepthStencilState.from({ format: "depth32float", depthWriteEnabled: false, depthCompare: "greater" }),
146
+ primitive: { topology: "triangle-list", cullMode: "none" },
147
+ });
148
+
149
+ /** The draw shader's resource set, for building its bind group. */
150
+ export const PARTICLE_AVBOIT_DRAW_RESOURCES = resources;
151
+
152
+ /** The assembled shader, for the validity tier. */
153
+ export const shader_particle_avboit_draw = descriptor;
@@ -0,0 +1,3 @@
1
+ export const shader_particle_avboit_occupancy: ComputeShader;
2
+ import { ComputeShader } from "../../shader/ComputeShader.js";
3
+ //# sourceMappingURL=shader_particle_avboit_occupancy.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_particle_avboit_occupancy.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_avboit_occupancy.js"],"names":[],"mappings":"AAuHA,6DAIG;8BAlH2B,+BAA+B"}
@@ -0,0 +1,124 @@
1
+ import { atomic_u32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
4
+ import { chunk_cluster_depth_to_z_slice } from "../../light/cluster/chunk_cluster_depth_to_z_slice.js";
5
+ import { AVBOIT_OCCUPANCY_WORDS, AVBOIT_VIRTUAL_SLICES_MAX } from "../../rasterize/native/avboit/AVBOIT_CONSTANTS.js";
6
+ import { chunk_avboit_occupancy_range } from "../../rasterize/native/avboit/chunk_avboit_occupancy_range.js";
7
+ import { chunk_avboit_occupancy_word_mask } from "../../rasterize/native/avboit/chunk_avboit_occupancy_word_mask.js";
8
+ import { AVBOIT_OCCUPANCY_SETTINGS_STRUCT } from "../../rasterize/native/avboit/shader_avboit_occupancy.js";
9
+ import { chunk_scene_database_access } from "../../scene/chunk_scene_database_access.js";
10
+ import { ComputeShader } from "../../shader/ComputeShader.js";
11
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
12
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
13
+ import { PARTICLE_EMITTER_TICK_WORKGROUP_SIZE } from "../ParticleConstants.js";
14
+ import { PARTICLE_EMITTER_DESCRIPTOR } from "../data/PARTICLE_DATABASE_SPEC.js";
15
+ import { EMITTER_BLEND } from "../data/PARTICLE_EMITTER_STRUCT.js";
16
+ import { chunk_particle_emitter_world_sphere } from "./chunk_particle_emitter_world_sphere.js";
17
+
18
+ /**
19
+ * The particles' AVBOIT occupancy: one thread per emitter table row, marking the virtual depth
20
+ * slices the emitter's bounds sphere spans, so the warp keeps resolution where the particles are.
21
+ * The particle counterpart of `shader_avboit_occupancy`, which does the same per meshlet AABB.
22
+ *
23
+ * Per emitter rather than per particle: the sphere is the bound the author gave the emitter (the
24
+ * one the tick culls with), it is one thread per row instead of one per live particle contending
25
+ * for the same few words, and a particle that strays past it is not lost — it lands on the
26
+ * boundary of the nearest run, the warp's flat-in-a-gap property. Emitters that only add light
27
+ * (`EMITTER_BLEND.ADDITIVE`) splat no extinction and mark nothing: a slice reserved for them would
28
+ * be a slice the surfaces do not get.
29
+ *
30
+ * The sphere goes to view space through the node's `global`; the camera looks down −Z, so the
31
+ * depth interval is `[-(c.z) - r, -(c.z) + r]`, clamped at the near plane, through the same depth
32
+ * curve and dilation the meshlet pass uses.
33
+ *
34
+ * Walks the table with its page iterator, read-only: the rows are the tick's output of this frame.
35
+ *
36
+ * @type {ComputeShader}
37
+ */
38
+
39
+ const GROUP_SIZE = PARTICLE_EMITTER_TICK_WORKGROUP_SIZE;
40
+
41
+ const PG = PARTICLE_EMITTER_DESCRIPTOR.page_iterator_symbol_prefix(GROUP_SIZE);
42
+
43
+ const resources = new ShaderResourceSetDescriptor();
44
+
45
+ resources.createGroup()
46
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
47
+ .addUniform("settings", AVBOIT_OCCUPANCY_SETTINGS_STRUCT)
48
+ .addStorageBuffer("scene_database", WebGPUArray.from(u32))
49
+ .addStorageBuffer("emitter_database", WebGPUArray.from(u32))
50
+ .addStorageBuffer("occupancy", WebGPUArray.from(atomic_u32, AVBOIT_OCCUPANCY_WORDS), true);
51
+
52
+ const body = CodeChunk.from(
53
+ //language=WGSL
54
+ `
55
+ const PARTICLE_BLEND_ADDITIVE : u32 = ${EMITTER_BLEND.ADDITIVE}u;
56
+
57
+ @compute @workgroup_size(${GROUP_SIZE}, 1, 1)
58
+ fn main(
59
+ @builtin(workgroup_id) wg_id : vec3<u32>,
60
+ @builtin(local_invocation_index) local_id : u32,
61
+ ) {
62
+ // page_address is uniform across the workgroup, so this branch is uniform.
63
+ if (!${PG}_setup(&emitter_database, wg_id.x, local_id)) {
64
+ return;
65
+ }
66
+
67
+ let slot_in_page = ${PG}_slot_in_page(local_id);
68
+
69
+ if (slot_in_page >= ${PG}_ELEMENTS_PER_PAGE || !${PG}_is_occupied(slot_in_page)) {
70
+ return;
71
+ }
72
+
73
+ let em = ${PG}_read(&emitter_database, slot_in_page);
74
+
75
+ if (particle_emitter_blend(em.flags) == PARTICLE_BLEND_ADDITIVE) {
76
+ // adds light, occludes nothing: no extinction to place
77
+ return;
78
+ }
79
+
80
+ let node = scene_read_node(&scene_database, em.node);
81
+ let sphere = particle_emitter_world_sphere(em, node.global);
82
+
83
+ let center_view = (camera.view_matrix * vec4<f32>(sphere.xyz, 1.0)).xyz;
84
+
85
+ // camera looks down -Z
86
+ let depth_min = -center_view.z - sphere.w;
87
+ let depth_max = -center_view.z + sphere.w;
88
+
89
+ if (depth_max < camera.clip_near_far.x) {
90
+ // entirely in front of the near plane
91
+ return;
92
+ }
93
+
94
+ let limit = ${AVBOIT_VIRTUAL_SLICES_MAX}.0;
95
+ let slice_near = cluster_depth_to_z_slice(max(depth_min, camera.clip_near_far.x), settings.cluster_parameters, limit);
96
+ let slice_far = cluster_depth_to_z_slice(depth_max, settings.cluster_parameters, limit);
97
+
98
+ let range = avboit_occupancy_range(slice_near, slice_far);
99
+
100
+ let word_first = u32(range.x) >> 5u;
101
+ let word_last = u32(range.y) >> 5u;
102
+
103
+ for (var word = word_first; word <= word_last; word++) {
104
+ let mask = avboit_occupancy_word_mask(word, range.x, range.y);
105
+ if (mask != 0u) {
106
+ atomicOr(&occupancy[word], mask);
107
+ }
108
+ }
109
+ }
110
+ `, [
111
+ PARTICLE_EMITTER_DESCRIPTOR.chunk_iterate(GROUP_SIZE),
112
+ chunk_particle_emitter_world_sphere,
113
+ chunk_scene_database_access,
114
+ chunk_cluster_depth_to_z_slice,
115
+ chunk_avboit_occupancy_range,
116
+ chunk_avboit_occupancy_word_mask,
117
+ ]
118
+ );
119
+
120
+ export const shader_particle_avboit_occupancy = ComputeShader.from({
121
+ label: "Particle AVBOIT Occupancy",
122
+ resources,
123
+ body,
124
+ });
@@ -0,0 +1,19 @@
1
+ /**
2
+ * Bind group of the volume atomics; group 0 is everything the billboard vertex stage and the atlas
3
+ * need.
4
+ * @type {number}
5
+ */
6
+ export const PARTICLE_AVBOIT_SPLAT_BIND_GROUP_VOLUME: number;
7
+ /**
8
+ * The splat pipeline: no depth, one never-written attachment to size the raster.
9
+ * @type {RenderPipelineDescriptor}
10
+ */
11
+ export const PARTICLE_AVBOIT_SPLAT_PIPELINE: RenderPipelineDescriptor;
12
+ /** The splat shader's resource set, for building its bind groups against the layout above. */
13
+ export const PARTICLE_AVBOIT_SPLAT_RESOURCES: ShaderResourceSetDescriptor;
14
+ /** The assembled shader, for the validity tier. */
15
+ export const shader_particle_avboit_splat: ShaderDescriptor;
16
+ import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
17
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
18
+ import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
19
+ //# sourceMappingURL=shader_particle_avboit_splat.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_particle_avboit_splat.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_avboit_splat.js"],"names":[],"mappings":"AAoBA;;;;GAIG;AACH,sDAFU,MAAM,CAEyC;AAqGzD;;;GAGG;AACH,6CAFU,wBAAwB,CAY/B;AAEH,8FAA8F;AAC9F,0EAAyD;AAEzD,mDAAmD;AACnD,4DAAuD;yCAjJd,iEAAiE;4CAY9D,sDAAsD;iCAFjE,kCAAkC"}
@@ -0,0 +1,147 @@
1
+ import { PipelineLayoutDescriptor } from "../../../descriptor/pipeline/PipelineLayoutDescriptor.js";
2
+ import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
3
+ import { atomic_u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
4
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
5
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
6
+ import { OIT_COVERAGE_MAX } from "../../rasterize/native/oit/OIT_CONSTANTS.js";
7
+ import { AVBOIT_WARP_STRUCT } from "../../rasterize/native/avboit/AVBOIT_WARP_STRUCT.js";
8
+ import { chunk_avboit_splat_slice } from "../../rasterize/native/avboit/chunk_avboit_splat_slice.js";
9
+ import { chunk_avboit_transmittance_to_extinction } from "../../rasterize/native/avboit/chunk_avboit_transmittance_to_extinction.js";
10
+ import { chunk_avboit_view_depth_to_physical } from "../../rasterize/native/avboit/chunk_avboit_view_depth_to_physical.js";
11
+ import { AVBOIT_SPLAT_DUMMY_FORMAT } from "../../rasterize/native/avboit/shader_avboit_splat.js";
12
+ import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
13
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
14
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
15
+ import { PARTICLE_SOFT_FADE_RANGE } from "../ParticleConstants.js";
16
+ import { EMITTER_FLAG } from "../data/PARTICLE_EMITTER_STRUCT.js";
17
+ import { AVBOIT_VOXEL_DOWNSCALE } from "../../rasterize/native/avboit/AVBOIT_CONSTANTS.js";
18
+ import { chunk_particle_billboard_vertex } from "./chunk_particle_billboard_vertex.js";
19
+ import { chunk_particle_scene_view_depth } from "./chunk_particle_scene_view_depth.js";
20
+
21
+ /**
22
+ * Bind group of the volume atomics; group 0 is everything the billboard vertex stage and the atlas
23
+ * need.
24
+ * @type {number}
25
+ */
26
+ export const PARTICLE_AVBOIT_SPLAT_BIND_GROUP_VOLUME = 1;
27
+
28
+ /**
29
+ * The particles' AVBOIT splat: the billboard quads rasterized at the volume's resolution, each
30
+ * fragment's extinction added into the voxel volume through `avboit_splat_slice` — the same write
31
+ * path as the meshlet splat, so a particle and a surface at one depth pile up in one field.
32
+ *
33
+ * Coverage is the sampled atlas alpha times the particle's colour alpha, capped like a surface's;
34
+ * `T_self = 1 - coverage`, untinted. An additive particle (`particle_premultiply` would give it
35
+ * alpha 0) covers nothing and writes nothing.
36
+ *
37
+ * Depth is the fragment's own view depth, from the vertex stage, through curve → warp → physical
38
+ * and the two-slice linear splat. No depth attachment, for the reason the meshlet splat has none.
39
+ *
40
+ * The `draw_list` this binds is the alive list, unsorted: the volume does not care about order.
41
+ */
42
+
43
+ const resources = new ShaderResourceSetDescriptor();
44
+
45
+ resources.createGroup()
46
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
47
+ .addStorageBuffer("warp", AVBOIT_WARP_STRUCT)
48
+ .addStorageBuffer("pool", WebGPUArray.u32, false)
49
+ .addStorageBuffer("draw_list", WebGPUArray.u32, false)
50
+ .addStorageBuffer("emitter_database", WebGPUArray.u32, false)
51
+ .addTexture("atlas", "float")
52
+ .addSampler("atlas_sampler", "filtering")
53
+ .addTexture("scene_depth", "unfilterable-float");
54
+
55
+ resources.createGroup()
56
+ .addStorageBuffer("extinction_volume", WebGPUArray.from(atomic_u32), true)
57
+ .addStorageBuffer("overflow_slice", WebGPUArray.from(atomic_u32), true);
58
+
59
+ const body = CodeChunk.from(
60
+ /* language=wgsl */ `
61
+ @vertex
62
+ fn vs_main(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> ParticleVertexOut {
63
+ return particle_billboard_vertex(vi, ii);
64
+ }
65
+
66
+ const PARTICLE_FLAG_SOFT_DEPTH : u32 = ${EMITTER_FLAG.SOFT_DEPTH}u;
67
+
68
+ @fragment
69
+ fn fs_main(in : ParticleVertexOut) {
70
+ let premultiplied = particle_premultiply(textureSample(atlas, atlas_sampler, in.uv) * in.color, in.blend);
71
+
72
+ var alpha = premultiplied.a;
73
+
74
+ if ((in.flags & PARTICLE_FLAG_SOFT_DEPTH) != 0u) {
75
+ /*
76
+ The same fade the draw applies to the same fragment, so the volume records the coverage the
77
+ accumulators are weighted by. Sampled once per voxel: this pass rasterizes at the volume's
78
+ resolution, so the scene texel under the fragment is the downscale factor times out.
79
+ */
80
+ let scene_texel = vec2<i32>(in.clip.xy) * ${AVBOIT_VOXEL_DOWNSCALE};
81
+ let scene_vd = particle_scene_view_depth(textureLoad(scene_depth, scene_texel, 0).r, camera);
82
+
83
+ alpha = alpha * particle_soft_fade(scene_vd, in.view_depth, ${PARTICLE_SOFT_FADE_RANGE});
84
+ }
85
+
86
+ let coverage = clamp(alpha, 0.0, ${OIT_COVERAGE_MAX});
87
+
88
+ if (coverage <= 0.0) {
89
+ // additive, faded out against the surface behind it, or fully transparent: occludes nothing
90
+ return;
91
+ }
92
+
93
+ let extinction = avboit_transmittance_to_extinction(vec3<f32>(1.0 - coverage));
94
+
95
+ let p = avboit_view_depth_to_physical(&warp, in.view_depth);
96
+
97
+ // in.clip is @builtin(position): .xy the low-resolution pixel
98
+ let texel = vec2<u32>(in.clip.xy);
99
+ let column = (texel.y * warp.voxel_width + texel.x) * warp.physical_count;
100
+
101
+ // linear splat between the two slices around the fragment
102
+ let c = p - 0.5;
103
+ let slice = i32(floor(c));
104
+ let fraction = c - floor(c);
105
+
106
+ avboit_splat_slice(column, slice, extinction * (1.0 - fraction), texel);
107
+ avboit_splat_slice(column, slice + 1, extinction * fraction, texel);
108
+ }
109
+ `, [
110
+ chunk_particle_billboard_vertex,
111
+ chunk_particle_scene_view_depth,
112
+ chunk_avboit_transmittance_to_extinction,
113
+ chunk_avboit_view_depth_to_physical,
114
+ chunk_avboit_splat_slice,
115
+ ]);
116
+
117
+ const descriptor = ShaderDescriptor.from({ label: "Particle AVBOIT Splat", body, resources });
118
+
119
+ // Built group by group: the atomics are fragment-only, and WebGPU refuses a read-write storage
120
+ // buffer that is visible to the vertex stage.
121
+ const groups = resources.groups;
122
+ const layout = PipelineLayoutDescriptor.from([
123
+ groups[0].generateBindGroupLayoutDescriptor(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
124
+ groups[PARTICLE_AVBOIT_SPLAT_BIND_GROUP_VOLUME].generateBindGroupLayoutDescriptor(GPUShaderStage.FRAGMENT),
125
+ ], resources.immediateSize);
126
+
127
+ /**
128
+ * The splat pipeline: no depth, one never-written attachment to size the raster.
129
+ * @type {RenderPipelineDescriptor}
130
+ */
131
+ export const PARTICLE_AVBOIT_SPLAT_PIPELINE = RenderPipelineDescriptor.from({
132
+ label: "Particle AVBOIT Splat",
133
+ layout,
134
+ vertex: { module: { code: descriptor.source }, entryPoint: "vs_main" },
135
+ fragment: {
136
+ module: { code: descriptor.source },
137
+ entryPoint: "fs_main",
138
+ targets: [{ format: AVBOIT_SPLAT_DUMMY_FORMAT, writeMask: 0 }],
139
+ },
140
+ primitive: { topology: "triangle-list", cullMode: "none" },
141
+ });
142
+
143
+ /** The splat shader's resource set, for building its bind groups against the layout above. */
144
+ export const PARTICLE_AVBOIT_SPLAT_RESOURCES = resources;
145
+
146
+ /** The assembled shader, for the validity tier. */
147
+ export const shader_particle_avboit_splat = descriptor;