@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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@@ -1,197 +1,132 @@
1
- import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
- import { ColorTargetState } from "../../../descriptor/pipeline/render/ColorTargetState.js";
3
- import { DepthStencilState } from "../../../descriptor/pipeline/render/DepthStencilState.js";
4
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
5
- import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
6
- import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
7
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
8
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
9
- import {
10
- PARTICLE_RECORD_HEADER_EMITTER,
11
- PARTICLE_RECORD_WORD_COUNT,
12
- } from "../ParticleConstants.js";
13
- import { EMITTER_ATTRIBUTE_ABSENT, EMITTER_FLAG } from "../data/PARTICLE_EMITTER_LAYOUT.js";
14
- import { chunk_particle_emitter } from "../data/chunk_particle_emitter.js";
15
- import { chunk_particle_lighting_unlit } from "./chunk_particle_lighting.js";
16
- import { chunk_particle_render_math } from "./chunk_particle_render_math.js";
17
-
18
- /**
19
- * The billboard renderer.
20
- *
21
- * One instanced draw covers every visible particle: `instance_index` indexes the depth-`sorted` slot
22
- * list, `vertex_index` (0..5) picks a quad corner. The vertex stage reads the particle's render-bound
23
- * attributes (position / size / colour / rotation / flipbook frame), expands the corner per the
24
- * emitter's projection mode, and projects with the camera. The fragment stage samples the atlas
25
- * sub-rect + flipbook cell, applies an optional soft-depth fade against the scene depth, runs the
26
- * pluggable lighting hook (unlit by default; the feature swaps in the shading-chunk-backed one when
27
- * an emitter enables lighting), and emits premultiplied colour.
28
- *
29
- * A single blend state — `src*1 + dst*(1-srcAlpha)` on both channels — expresses alpha and additive
30
- * blending; the shader chooses per particle by how it premultiplies (see `particle_premultiply`), so
31
- * the whole draw stays GPU-driven with no pipeline switches.
32
- *
33
- * The math (billboard expansion, atlas/flipbook UV, soft fade, premultiply) is unit-tested in
34
- * {@link ./chunk_particle_render_math.spec.js}; this module assembles it into a render pipeline.
35
- */
36
-
37
- /** Premultiplied blend: additive when a=0 (dst preserved, colour adds), over-blend when a=srcAlpha. */
38
- export const PARTICLE_BILLBOARD_BLEND = {
39
- color: { operation: "add", srcFactor: "one", dstFactor: "one-minus-src-alpha" },
40
- alpha: { operation: "add", srcFactor: "one", dstFactor: "one-minus-src-alpha" },
41
- };
42
-
43
- const resources = new ShaderResourceSetDescriptor();
44
- resources.createGroup()
45
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
46
- .addStorageBuffer("pool", WebGPUArray.u32, false)
47
- .addStorageBuffer("sorted", WebGPUArray.u32, false)
48
- .addStorageBuffer("emitters", WebGPUArray.u32, false)
49
- // Sampled with a filtering sampler, so the atlas must be a filterable float texture.
50
- .addTexture("atlas", "float")
51
- .addSampler("atlas_sampler", "filtering")
52
- // Only textureLoad-ed (soft depth), so it can be unfilterable — matches an r32float scene depth.
53
- .addTexture("scene_depth", "unfilterable-float");
54
-
55
- const body = CodeChunk.from(
56
- /* language=wgsl */ `
57
- const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
58
- const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
59
- const PARTICLE_ATTRIBUTE_ABSENT : u32 = ${EMITTER_ATTRIBUTE_ABSENT}u;
60
- const PARTICLE_FLAG_SOFT_DEPTH : u32 = ${EMITTER_FLAG.SOFT_DEPTH}u;
61
- const PARTICLE_FLAG_LIGHTING : u32 = ${EMITTER_FLAG.LIGHTING}u;
62
- const PARTICLE_SOFT_FADE_RANGE : f32 = 0.5;
63
-
64
- struct ParticleVertexOut {
65
- @builtin(position) clip : vec4<f32>,
66
- @location(0) uv : vec2<f32>,
67
- @location(1) color : vec4<f32>,
68
- @location(2) world_position : vec3<f32>,
69
- @location(3) normal : vec3<f32>,
70
- @location(4) view_depth : f32,
71
- @location(5) @interpolate(flat) flags : u32,
72
- @location(6) @interpolate(flat) blend : u32,
73
- }
74
-
75
- fn particle_read_vec(base : u32, offset : u32, count : u32) -> vec4<f32> {
76
- var v = vec4<f32>(0.0);
77
- if (count > 0u) { v.x = bitcast<f32>(pool[base + offset]); }
78
- if (count > 1u) { v.y = bitcast<f32>(pool[base + offset + 1u]); }
79
- if (count > 2u) { v.z = bitcast<f32>(pool[base + offset + 2u]); }
80
- if (count > 3u) { v.w = bitcast<f32>(pool[base + offset + 3u]); }
81
- return v;
82
- }
83
-
84
- @vertex
85
- fn vs_main(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> ParticleVertexOut {
86
- var corners = array<vec2<f32>, 6>(
87
- vec2<f32>(-1.0, -1.0), vec2<f32>(1.0, -1.0), vec2<f32>(1.0, 1.0),
88
- vec2<f32>(-1.0, -1.0), vec2<f32>(1.0, 1.0), vec2<f32>(-1.0, 1.0),
89
- );
90
- let corner = corners[vi];
91
-
92
- let slot = sorted[ii];
93
- let base = slot * PARTICLE_RECORD_WORDS;
94
- let emitter_index = pool[base + PARTICLE_HEADER_EMITTER];
95
- let em = particle_emitter_read(&emitters, emitter_index);
96
-
97
- var world_center = vec3<f32>(0.0);
98
- if (em.render_position != PARTICLE_ATTRIBUTE_ABSENT) { world_center = particle_read_vec(base, em.render_position, 3u).xyz; }
99
- var size = 1.0;
100
- if (em.render_size != PARTICLE_ATTRIBUTE_ABSENT) { size = bitcast<f32>(pool[base + em.render_size]); }
101
- var color = vec4<f32>(1.0);
102
- if (em.render_color != PARTICLE_ATTRIBUTE_ABSENT) { color = particle_read_vec(base, em.render_color, 4u); }
103
- var rotation = 0.0;
104
- if (em.render_rotation != PARTICLE_ATTRIBUTE_ABSENT) { rotation = bitcast<f32>(pool[base + em.render_rotation]); }
105
- var frame = 0.0;
106
- if (em.render_frame != PARTICLE_ATTRIBUTE_ABSENT) { frame = bitcast<f32>(pool[base + em.render_frame]); }
107
- var velocity = vec3<f32>(0.0);
108
- if (em.render_velocity != PARTICLE_ATTRIBUTE_ABSENT) { velocity = particle_read_vec(base, em.render_velocity, 3u).xyz; }
109
-
110
- let cam_right = camera.transform[0].xyz;
111
- let cam_up = camera.transform[1].xyz;
112
- let cam_forward = -camera.transform[2].xyz;
113
-
114
- let offset = particle_billboard_offset(corner, size, rotation, cam_right, cam_up, cam_forward, velocity, particle_emitter_projection(em.flags));
115
- let world = world_center + offset;
116
-
117
- var out : ParticleVertexOut;
118
- out.clip = camera.view_projection_matrix * vec4<f32>(world, 1.0);
119
- out.uv = particle_atlas_uv(corner * 0.5 + vec2<f32>(0.5), em.atlas_region, em.flipbook, frame);
120
- out.color = color;
121
- out.world_position = world;
122
- out.normal = -cam_forward;
123
- out.view_depth = -(camera.view_matrix * vec4<f32>(world, 1.0)).z;
124
- out.flags = em.flags;
125
- out.blend = particle_emitter_blend(em.flags);
126
- return out;
127
- }
128
-
129
- @fragment
130
- fn fs_main(in : ParticleVertexOut) -> @location(0) vec4<f32> {
131
- let sampled = textureSample(atlas, atlas_sampler, in.uv);
132
- var color = sampled * in.color;
133
-
134
- if ((in.flags & PARTICLE_FLAG_SOFT_DEPTH) != 0u) {
135
- let scene_dev = textureLoad(scene_depth, vec2<i32>(in.clip.xy), 0).r;
136
- // Reverse-Z hyperbolic linearisation: view_depth = A / (device_depth + B).
137
- let A = camera.device_depth_to_view_space.y;
138
- let B = camera.device_depth_to_view_space.x;
139
- let scene_vd = select(A / (scene_dev + B), 1e9, scene_dev <= 0.0);
140
- color.a = color.a * particle_soft_fade(scene_vd, in.view_depth, PARTICLE_SOFT_FADE_RANGE);
141
- }
142
-
143
- if ((in.flags & PARTICLE_FLAG_LIGHTING) != 0u) {
144
- color = particle_apply_lighting(color, in.world_position, normalize(in.normal));
145
- }
146
-
147
- return particle_premultiply(color, in.blend);
148
- }
149
- `, [chunk_particle_emitter, chunk_particle_render_math, chunk_particle_lighting_unlit]);
150
-
151
- /**
152
- * The shader itself. One compilation, shared by every pipeline built from it — the options below
153
- * vary the pipeline state, never the WGSL.
154
- *
155
- * @type {ShaderDescriptor}
156
- */
157
- const descriptor = ShaderDescriptor.from({ label: "Particle Billboard", body, resources });
158
-
159
- /**
160
- * Build the billboard render pipeline descriptor.
161
- * @param {object} [options]
162
- * @param {string} [options.color_format] colour target format
163
- * @param {string|null} [options.depth_format] scene depth format (test-only, no write); pass null to
164
- * render without a depth attachment (e.g. an additive-only prototype with no scene geometry)
165
- * @param {GPUCompareFunction} [options.depth_compare] depth test — "greater"/"greater-equal" for
166
- * reverse-Z scenes (the engine convention), "less"/"less-equal" for a standard-Z scene
167
- * @returns {RenderPipelineDescriptor}
168
- */
169
- export function create_particle_billboard_pipeline({
170
- color_format = "rgba16float",
171
- depth_format = "depth32float",
172
- depth_compare = "greater"
173
- } = {}) {
174
-
175
- const code = descriptor.source;
176
-
177
- return RenderPipelineDescriptor.from({
178
- label: "Particle Billboard",
179
- layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
180
- vertex: { module: { code }, entryPoint: "vs_main" },
181
- fragment: {
182
- module: { code },
183
- entryPoint: "fs_main",
184
- targets: [ColorTargetState.from({ format: color_format, blend: PARTICLE_BILLBOARD_BLEND })],
185
- },
186
- // Depth-test against the scene, but never write (transparent). Omitted entirely when no depth
187
- // attachment is bound.
188
- depthStencil: depth_format == null
189
- ? undefined
190
- : DepthStencilState.from({ format: depth_format, depthWriteEnabled: false, depthCompare: depth_compare }),
191
- primitive: { topology: "triangle-list", cullMode: "none" },
192
- });
193
-
194
- }
195
-
196
- /** The billboard shader's resource set (for building bind groups + the draw command). */
197
- export const PARTICLE_BILLBOARD_RESOURCES = resources;
1
+ import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
+ import { ColorTargetState } from "../../../descriptor/pipeline/render/ColorTargetState.js";
3
+ import { DepthStencilState } from "../../../descriptor/pipeline/render/DepthStencilState.js";
4
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
5
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
6
+ import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
7
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
8
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
9
+ import { EMITTER_FLAG } from "../data/PARTICLE_EMITTER_STRUCT.js";
10
+ import { chunk_particle_billboard_vertex } from "./chunk_particle_billboard_vertex.js";
11
+ import { chunk_particle_lighting_unlit } from "./chunk_particle_lighting.js";
12
+
13
+ /**
14
+ * The standalone billboard renderer: particles drawn straight over the scene colour, back to
15
+ * front, with fixed-function blending. This is the path a page without the renderer's transparency
16
+ * pipeline uses; under the renderer the particles go through AVBOIT instead
17
+ * (`../graph_particles_avboit.js`), where order does not matter and they composite against the
18
+ * transparent meshes.
19
+ *
20
+ * One instanced draw covers every visible particle: `instance_index` indexes the depth-sorted
21
+ * `draw_list`, `vertex_index` (0..5) picks a quad corner. The vertex stage is `chunk_particle_billboard_vertex`,
22
+ * shared with the AVBOIT particle passes. The fragment stage samples the atlas sub-rect + flipbook
23
+ * cell, applies an optional soft-depth fade against the scene depth, runs the pluggable lighting hook
24
+ * (unlit by default; the feature swaps in the shading-chunk-backed one when an emitter enables
25
+ * lighting), and emits premultiplied colour.
26
+ *
27
+ * A single blend state — `src*1 + dst*(1-srcAlpha)` on both channels — expresses alpha and additive
28
+ * blending; the shader chooses per particle by how it premultiplies (see `particle_premultiply`), so
29
+ * the whole draw stays GPU-driven with no pipeline switches.
30
+ *
31
+ * The math (billboard expansion, atlas/flipbook UV, soft fade, premultiply) is unit-tested in
32
+ * {@link ./chunk_particle_render_math.spec.js}; this module assembles it into a render pipeline.
33
+ */
34
+
35
+ /** Premultiplied blend: additive when a=0 (dst preserved, colour adds), over-blend when a=srcAlpha. */
36
+ export const PARTICLE_BILLBOARD_BLEND = {
37
+ color: { operation: "add", srcFactor: "one", dstFactor: "one-minus-src-alpha" },
38
+ alpha: { operation: "add", srcFactor: "one", dstFactor: "one-minus-src-alpha" },
39
+ };
40
+
41
+ const resources = new ShaderResourceSetDescriptor();
42
+ resources.createGroup()
43
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
44
+ .addStorageBuffer("pool", WebGPUArray.u32, false)
45
+ .addStorageBuffer("draw_list", WebGPUArray.u32, false)
46
+ .addStorageBuffer("emitter_database", WebGPUArray.u32, false)
47
+ // Sampled with a filtering sampler, so the atlas must be a filterable float texture.
48
+ .addTexture("atlas", "float")
49
+ .addSampler("atlas_sampler", "filtering")
50
+ // Only textureLoad-ed (soft depth), so it can be unfilterable — matches an r32float scene depth.
51
+ .addTexture("scene_depth", "unfilterable-float");
52
+
53
+ const body = CodeChunk.from(
54
+ /* language=wgsl */ `
55
+ const PARTICLE_FLAG_SOFT_DEPTH : u32 = ${EMITTER_FLAG.SOFT_DEPTH}u;
56
+ const PARTICLE_FLAG_LIGHTING : u32 = ${EMITTER_FLAG.LIGHTING}u;
57
+ const PARTICLE_SOFT_FADE_RANGE : f32 = 0.5;
58
+
59
+ @vertex
60
+ fn vs_main(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> ParticleVertexOut {
61
+ return particle_billboard_vertex(vi, ii);
62
+ }
63
+
64
+ @fragment
65
+ fn fs_main(in : ParticleVertexOut) -> @location(0) vec4<f32> {
66
+ let sampled = textureSample(atlas, atlas_sampler, in.uv);
67
+ var color = sampled * in.color;
68
+
69
+ if ((in.flags & PARTICLE_FLAG_SOFT_DEPTH) != 0u) {
70
+ let scene_dev = textureLoad(scene_depth, vec2<i32>(in.clip.xy), 0).r;
71
+ // Reverse-Z hyperbolic linearisation: view_depth = A / (device_depth + B).
72
+ let A = camera.device_depth_to_view_space.y;
73
+ let B = camera.device_depth_to_view_space.x;
74
+ let scene_vd = select(A / (scene_dev + B), 1e9, scene_dev <= 0.0);
75
+ color.a = color.a * particle_soft_fade(scene_vd, in.view_depth, PARTICLE_SOFT_FADE_RANGE);
76
+ }
77
+
78
+ if ((in.flags & PARTICLE_FLAG_LIGHTING) != 0u) {
79
+ color = particle_apply_lighting(color, in.world_position, normalize(in.normal));
80
+ }
81
+
82
+ return particle_premultiply(color, in.blend);
83
+ }
84
+ `, [chunk_particle_billboard_vertex, chunk_particle_lighting_unlit]);
85
+
86
+ /**
87
+ * The shader itself. One compilation, shared by every pipeline built from it — the options below
88
+ * vary the pipeline state, never the WGSL.
89
+ *
90
+ * @type {ShaderDescriptor}
91
+ */
92
+ const descriptor = ShaderDescriptor.from({ label: "Particle Billboard", body, resources });
93
+
94
+ /**
95
+ * Build the billboard render pipeline descriptor.
96
+ * @param {object} [options]
97
+ * @param {string} [options.color_format] colour target format
98
+ * @param {string|null} [options.depth_format] scene depth format (test-only, no write); pass null to
99
+ * render without a depth attachment (e.g. an additive-only prototype with no scene geometry)
100
+ * @param {GPUCompareFunction} [options.depth_compare] depth test "greater"/"greater-equal" for
101
+ * reverse-Z scenes (the engine convention), "less"/"less-equal" for a standard-Z scene
102
+ * @returns {RenderPipelineDescriptor}
103
+ */
104
+ export function create_particle_billboard_pipeline({
105
+ color_format = "rgba16float",
106
+ depth_format = "depth32float",
107
+ depth_compare = "greater"
108
+ } = {}) {
109
+
110
+ const code = descriptor.source;
111
+
112
+ return RenderPipelineDescriptor.from({
113
+ label: "Particle Billboard",
114
+ layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
115
+ vertex: { module: { code }, entryPoint: "vs_main" },
116
+ fragment: {
117
+ module: { code },
118
+ entryPoint: "fs_main",
119
+ targets: [ColorTargetState.from({ format: color_format, blend: PARTICLE_BILLBOARD_BLEND })],
120
+ },
121
+ // Depth-test against the scene, but never write (transparent). Omitted entirely when no depth
122
+ // attachment is bound.
123
+ depthStencil: depth_format == null
124
+ ? undefined
125
+ : DepthStencilState.from({ format: depth_format, depthWriteEnabled: false, depthCompare: depth_compare }),
126
+ primitive: { topology: "triangle-list", cullMode: "none" },
127
+ });
128
+
129
+ }
130
+
131
+ /** The billboard shader's resource set (for building bind groups + the draw command). */
132
+ export const PARTICLE_BILLBOARD_RESOURCES = resources;
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_simulate.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_simulate.js"],"names":[],"mappings":";AAyIA,qDAIG;iDAjII,yBAAyB;8BATF,+BAA+B"}
1
+ {"version":3,"file":"shader_particle_simulate.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_simulate.js"],"names":[],"mappings":";AA+LA,qDAIG;iDAtLI,yBAAyB;8BATF,+BAA+B"}
@@ -1,3 +1,4 @@
1
+ import { WebGPUExtensionType } from "../../../descriptor/WebGPUExtensionType.js";
1
2
  import { atomic_u32, f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
3
  import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
4
  import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
@@ -12,7 +13,10 @@ import {
12
13
  PARTICLE_VM_INSTRUCTION_WORDS,
13
14
  } from "../ParticleConstants.js";
14
15
  import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
15
- import { chunk_particle_context, chunk_particle_curve_disabled } from "./chunk_particle_context.js";
16
+ import { chunk_particle_header } from "../data/particle_header.js";
17
+ import { chunk_particle_curve_disabled } from "./chunk_particle_curve_disabled.js";
18
+ import { chunk_particle_emitter_age } from "./chunk_particle_emitter_age.js";
19
+ import { chunk_particle_setup_context } from "./chunk_particle_setup_context.js";
16
20
 
17
21
  /**
18
22
  * The particle simulate pass — Destiny-style single execution shader.
@@ -28,9 +32,10 @@ import { chunk_particle_context, chunk_particle_curve_disabled } from "./chunk_p
28
32
  * `sim_list` is NOT the raw alive list. It is the program-coherent indirection list the coherence
29
33
  * pass (`../coherence/`) built at the end of last frame: the same pool slots, reordered so that
30
34
  * particles running one VM program sit together, each run padded out to a whole workgroup. That is
31
- * what keeps a wave from spanning two programs, which would make the interpreter's opcode `switch`
32
- * diverge and multiply the register file's `v_movrels` waterfall by the number of distinct register
33
- * indices in the wave.
35
+ * what keeps a wave from spanning two programs and this shader leans on it rather than merely
36
+ * benefiting from it: the section parameters are read from the wave's first lane
37
+ * (`particle_wave_uniform` below), so a wave that held two programs would run one of them over the
38
+ * other's particles. The coherence pass is part of this shader's correctness, not only of its speed.
34
39
  *
35
40
  * Padding entries carry {@link PARTICLE_SIM_PAD_SLOT} and are dropped BEFORE the compaction
36
41
  * atomics, so a padding lane never appends to the alive list and never pushes a slot onto the free
@@ -39,6 +44,13 @@ import { chunk_particle_context, chunk_particle_curve_disabled } from "./chunk_p
39
44
  * the tail of a bucket, and every real lane in that wave belongs to that one bucket, so the `switch`
40
45
  * the survivors execute is uniform regardless.
41
46
  *
47
+ * ## Orphans
48
+ *
49
+ * A particle whose header generation is not its emitter row's current generation belongs to an
50
+ * emitter that has been removed — the row is either zero-filled or already someone else's. It is
51
+ * killed here, the frame the mismatch appears, before it can run a stranger's program or follow a
52
+ * stranger's node. See `../data/particle_header.js`.
53
+ *
42
54
  * ## Sizing
43
55
  *
44
56
  * The input length is read from `counters[ALIVE_IN]` — the padded length of that list, snapshotted
@@ -75,9 +87,9 @@ const resources = new ShaderResourceSetDescriptor();
75
87
  resources.setImmediate('settings', SIMULATE_SETTINGS);
76
88
 
77
89
  resources.createGroup()
78
- .addStorageBuffer("emitters", WebGPUArray.u32, false)
90
+ .addStorageBuffer("scene_database", WebGPUArray.u32, false)
91
+ .addStorageBuffer("emitter_database", WebGPUArray.u32, false)
79
92
  .addStorageBuffer("program", WebGPUArray.u32, false)
80
- .addStorageBuffer("vm_constants", WebGPUArray.u32, false)
81
93
  .addStorageBuffer("pool", WebGPUArray.u32, true)
82
94
  .addStorageBuffer("sim_list", WebGPUArray.u32, false)
83
95
  .addStorageBuffer("alive_out", WebGPUArray.u32, true)
@@ -94,6 +106,26 @@ const COUNTER_DEAD : u32 = ${PARTICLE_COUNTER.DEAD}u;
94
106
  const COUNTER_ALIVE_IN : u32 = ${PARTICLE_COUNTER.ALIVE_IN}u;
95
107
  const PARTICLE_SIM_PAD_SLOT : u32 = ${PARTICLE_SIM_PAD_SLOT}u;
96
108
 
109
+ // The value the wave's first live lane holds, in every lane.
110
+ //
111
+ // Everything that reaches the interpreter in one wave belongs to one bucket of sim_list: the
112
+ // coherence pass grouped the list by program and padded each group to a whole workgroup, and the
113
+ // padding and orphan lanes have left by the time a program runs. So the three numbers that pick a
114
+ // section are the same in every lane. The compiler cannot see that — they come out of a table row
115
+ // found through a per-lane header, which is as divergent as a value gets — and reading them from
116
+ // the first lane is what tells it. The rest follows on its own: the instruction words are then
117
+ // fetched through the scalar unit, the opcode switch branches on a scalar, and the register file is
118
+ // indexed through M0 directly instead of through a waterfall loop over the lanes' indices. The VM
119
+ // chunk is unchanged, and emit keeps its per-lane decode, because its waves span emitters.
120
+ //
121
+ // The uniformity diagnostic is off because the call sits behind per-lane early returns. That is the
122
+ // situation the builtin is defined for — it reads the first ACTIVE lane — and the one WGSL's
123
+ // analysis over-approximates.
124
+ @diagnostic(off, subgroup_uniformity)
125
+ fn particle_wave_uniform(value : u32) -> u32 {
126
+ return subgroupBroadcastFirst(value);
127
+ }
128
+
97
129
  @compute @workgroup_size(${PARTICLE_SIMULATE_WORKGROUP_SIZE}, 1, 1)
98
130
  fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
99
131
  let i = gid.x;
@@ -109,23 +141,38 @@ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
109
141
  if (slot == PARTICLE_SIM_PAD_SLOT) { return; }
110
142
 
111
143
  let record_base = slot * PARTICLE_RECORD_WORDS;
112
- let emitter_index = pool[record_base + PARTICLE_HEADER_EMITTER];
113
-
114
- let em = particle_emitter_read(&emitters, emitter_index);
115
-
116
- particle_vm_reset();
117
- particle_setup_context(em, slot, settings.u_dt, settings.u_time, 0.0, 0.0, settings.u_frame);
118
- particle_vm_execute(
119
- &program,
120
- em.update_offset * PARTICLE_INSTRUCTION_WORDS,
121
- em.update_count,
122
- &vm_constants,
123
- em.constant_offset,
124
- &pool,
125
- record_base,
126
- );
127
-
128
- if (vm_killed) {
144
+ let header = pool[record_base + PARTICLE_HEADER_EMITTER];
145
+ let emitter_index = particle_header_emitter(header);
146
+
147
+ let em = particle_emitter_read(&emitter_database, emitter_index);
148
+
149
+ // An orphan: its emitter is gone and the row is free or somebody else's. Freed without running
150
+ // a program — there is no program of its own left to run.
151
+ var killed = particle_header_generation(header) != em.generation;
152
+
153
+ if (!killed) {
154
+ let node = scene_read_node(&scene_database, em.node);
155
+
156
+ particle_vm_reset();
157
+ particle_setup_context(
158
+ em, node, slot,
159
+ settings.u_dt, settings.u_time,
160
+ particle_emitter_age(&emitter_database, emitter_index),
161
+ 0.0, settings.u_frame,
162
+ );
163
+ particle_vm_execute(
164
+ &program,
165
+ particle_wave_uniform(em.update_offset) * PARTICLE_INSTRUCTION_WORDS,
166
+ particle_wave_uniform(em.update_count),
167
+ particle_wave_uniform(em.constant_offset),
168
+ &pool,
169
+ record_base,
170
+ );
171
+
172
+ killed = vm_killed;
173
+ }
174
+
175
+ if (killed) {
129
176
  let d = atomicAdd(&counters[COUNTER_DEAD], 1u);
130
177
  dead[d] = slot;
131
178
  } else {
@@ -133,7 +180,14 @@ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
133
180
  alive_out[a] = slot;
134
181
  }
135
182
  }
136
- `, [chunk_particle_context, chunk_particle_curve_disabled]);
183
+ `, [
184
+ chunk_particle_setup_context,
185
+ chunk_particle_emitter_age,
186
+ chunk_particle_curve_disabled,
187
+ chunk_particle_header,
188
+ ]);
189
+
190
+ body.addExtension(WebGPUExtensionType.Subgroups);
137
191
 
138
192
  export const shader_particle_simulate = ComputeShader.from({
139
193
  label: "Particle Simulate",
@@ -0,0 +1,26 @@
1
+ /**
2
+ * The CPU's way in to GPU spawning: a list of `(emitter row, particle count)` pairs the host
3
+ * authored this frame, each added to that emitter's `pending` in the GPU-owned state table. The
4
+ * tick pass, which runs next, folds `pending` into the emitter's accumulator and decides the actual
5
+ * spawn count along with everything else.
6
+ *
7
+ * Deliberately a facade over the GPU path rather than a second path: a burst asked for here goes
8
+ * through the same budget, the same expansion and the same INIT program as the emitter's own rate,
9
+ * and is subject to the same culling. It is also the channel a VM opcode would use to spawn from
10
+ * the GPU — a sub-emitter or a trail would add to its target's `pending` the same way, with an
11
+ * atomic binding of its own since many threads would race one row.
12
+ *
13
+ * **One command per row.** The state table shares its buffer with the emitter table, bound as a
14
+ * plain `array<u32>`, so the add here is a read-modify-write and two commands naming one row would
15
+ * lose one of them. The host merges duplicates before upload ({@link GPUParticleSystem#spawn}),
16
+ * which is a few dozen entries at most and costs it nothing.
17
+ *
18
+ * The dispatch is sized by the host, because the host wrote the list and knows its length exactly;
19
+ * it is the one host-provided count in the frame that is not stale by construction.
20
+ *
21
+ * @type {ComputeShader}
22
+ */
23
+ export const PARTICLE_SPAWN_COMMAND_WORKGROUP_SIZE: ComputeShader;
24
+ export const shader_particle_spawn_commands: ComputeShader;
25
+ import { ComputeShader } from "../../shader/ComputeShader.js";
26
+ //# sourceMappingURL=shader_particle_spawn_commands.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_particle_spawn_commands.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_spawn_commands.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,oDAHU,aAAa,CAGiC;AA8BxD,2DAIG;8BA/D2B,+BAA+B"}
@@ -0,0 +1,66 @@
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+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
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+ import { ComputeShader } from "../../shader/ComputeShader.js";
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+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
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+ import { PARTICLE_SPAWN_COMMAND_WORDS } from "../ParticleConstants.js";
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+ import { PARTICLE_EMITTER_STATE_DESCRIPTOR } from "../data/PARTICLE_DATABASE_SPEC.js";
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+
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+ /**
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+ * The CPU's way in to GPU spawning: a list of `(emitter row, particle count)` pairs the host
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+ * authored this frame, each added to that emitter's `pending` in the GPU-owned state table. The
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+ * tick pass, which runs next, folds `pending` into the emitter's accumulator and decides the actual
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+ * spawn count along with everything else.
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+ *
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+ * Deliberately a facade over the GPU path rather than a second path: a burst asked for here goes
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+ * through the same budget, the same expansion and the same INIT program as the emitter's own rate,
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+ * and is subject to the same culling. It is also the channel a VM opcode would use to spawn from
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+ * the GPU — a sub-emitter or a trail would add to its target's `pending` the same way, with an
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+ * atomic binding of its own since many threads would race one row.
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+ *
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+ * **One command per row.** The state table shares its buffer with the emitter table, bound as a
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+ * plain `array<u32>`, so the add here is a read-modify-write and two commands naming one row would
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+ * lose one of them. The host merges duplicates before upload ({@link GPUParticleSystem#spawn}),
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+ * which is a few dozen entries at most and costs it nothing.
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+ *
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+ * The dispatch is sized by the host, because the host wrote the list and knows its length exactly;
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+ * it is the one host-provided count in the frame that is not stale by construction.
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+ *
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+ * @type {ComputeShader}
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+ */
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+
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+ export const PARTICLE_SPAWN_COMMAND_WORKGROUP_SIZE = 64;
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+
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+ const STATE = PARTICLE_EMITTER_STATE_DESCRIPTOR;
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+
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+ const resources = new ShaderResourceSetDescriptor();
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+
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+ // per-dispatch, four bytes, read-only: immediate data rather than a uniform buffer holding one u32
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+ resources.setImmediate("u_count", u32);
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+
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+ resources.createGroup()
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+ .addStorageBuffer("commands", WebGPUArray.u32, false)
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+ .addStorageBuffer("emitter_database", WebGPUArray.u32, true);
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+
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+ const body = CodeChunk.from(/* language=wgsl */ `
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+ const COMMAND_WORDS : u32 = ${PARTICLE_SPAWN_COMMAND_WORDS}u;
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+
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+ @compute @workgroup_size(${PARTICLE_SPAWN_COMMAND_WORKGROUP_SIZE}, 1, 1)
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+ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
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+ let i = gid.x;
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+ if (i >= u_count) { return; }
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+
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+ let row = commands[i * COMMAND_WORDS];
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+ let count = commands[i * COMMAND_WORDS + 1u];
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+
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+ var state = ${STATE.marshalling_method_read_rw}(&emitter_database, row);
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+ state.pending = state.pending + count;
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+ ${STATE.marshalling_method_write}(&emitter_database, row, state);
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+ }
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+ `, [STATE.chunk_read_rw, STATE.chunk_write]);
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+
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+ export const shader_particle_spawn_commands = ComputeShader.from({
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+ label: "Particle Spawn Commands",
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+ resources,
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+ body,
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+ });
@@ -1,6 +1,6 @@
1
1
  export const PARTICLE_SORT_WORKGROUP_SIZE: 64;
2
2
  /**
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- * Dispatch this over `PREFIX_SCAN_CSDLDF_HEADER_WORDS + round_up_4(bucket_count)` threads, not over
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+ * Dispatch this over `PREFIX_SCAN_CSDLDF_HEADER_WORDS + align_4(bucket_count)` threads, not over
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4
  * `bucket_count`: its widest loop is the scan header plus the bins rounded up to the whole vec4 the
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5
  * last bin lands in. Under-dispatching leaves the tail of that vec4 holding last frame's counts,
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  * and the scan adds them in.
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_sort.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/sort/shader_particle_sort.js"],"names":[],"mappings":"AAsDA,8CAA+C;AAgD/C;;;;;;;GAOG;AACH,yCAFU,aAAa,CAMpB;AA0EH,2DAIG;AAyCH,yDAIG;8BA1O2B,+BAA+B"}
1
+ {"version":3,"file":"shader_particle_sort.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/sort/shader_particle_sort.js"],"names":[],"mappings":"AAyDA,8CAA+C;AAgD/C;;;;;;;GAOG;AACH,yCAFU,aAAa,CAMpB;AAgEH,2DAIG;AAiCH,yDAIG;8BA3N2B,+BAA+B"}