@woosh/meep-engine 3.15.0 → 3.17.0

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 (1118) 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 +411 -0
  12. package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -0
  13. package/editor/particles/effect/ParticleEffectDocument.js +1010 -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/NodeGraphClipboard.d.ts +186 -0
  47. package/editor/view/node-graph/NodeGraphClipboard.d.ts.map +1 -0
  48. package/editor/view/node-graph/NodeGraphClipboard.js +231 -0
  49. package/editor/view/node-graph/NodeGraphEditorView.d.ts +201 -2
  50. package/editor/view/node-graph/NodeGraphEditorView.d.ts.map +1 -1
  51. package/editor/view/node-graph/NodeGraphEditorView.js +602 -7
  52. package/editor/view/node-graph/NodeGraphMinimapView.d.ts +120 -0
  53. package/editor/view/node-graph/NodeGraphMinimapView.d.ts.map +1 -0
  54. package/editor/view/node-graph/NodeGraphMinimapView.js +859 -0
  55. package/editor/view/node-graph/NodeGraphPaletteView.d.ts +112 -0
  56. package/editor/view/node-graph/NodeGraphPaletteView.d.ts.map +1 -0
  57. package/editor/view/node-graph/NodeGraphPaletteView.js +352 -0
  58. package/editor/view/node-graph/NodeGraphSearchMenuView.d.ts +76 -0
  59. package/editor/view/node-graph/NodeGraphSearchMenuView.d.ts.map +1 -0
  60. package/editor/view/node-graph/NodeGraphSearchMenuView.js +247 -0
  61. package/editor/view/node-graph/NodeGraphView.d.ts +147 -5
  62. package/editor/view/node-graph/NodeGraphView.d.ts.map +1 -1
  63. package/editor/view/node-graph/NodeGraphView.js +891 -82
  64. package/editor/view/node-graph/NodeIconView.d.ts +33 -0
  65. package/editor/view/node-graph/NodeIconView.d.ts.map +1 -0
  66. package/editor/view/node-graph/NodeIconView.js +54 -0
  67. package/editor/view/node-graph/NodeView.d.ts +71 -1
  68. package/editor/view/node-graph/NodeView.d.ts.map +1 -1
  69. package/editor/view/node-graph/NodeView.js +318 -17
  70. package/editor/view/node-graph/PortView.d.ts +41 -1
  71. package/editor/view/node-graph/PortView.d.ts.map +1 -1
  72. package/editor/view/node-graph/PortView.js +121 -69
  73. package/editor/view/node-graph/actions/ConnectionDeleteAction.d.ts +16 -3
  74. package/editor/view/node-graph/actions/ConnectionDeleteAction.d.ts.map +1 -1
  75. package/editor/view/node-graph/actions/ConnectionDeleteAction.js +29 -3
  76. package/editor/view/node-graph/actions/NodeCreateAction.d.ts +65 -0
  77. package/editor/view/node-graph/actions/NodeCreateAction.d.ts.map +1 -0
  78. package/editor/view/node-graph/actions/NodeCreateAction.js +108 -0
  79. package/editor/view/node-graph/actions/NodeDeleteAction.d.ts +6 -0
  80. package/editor/view/node-graph/actions/NodeDeleteAction.d.ts.map +1 -1
  81. package/editor/view/node-graph/actions/NodeDeleteAction.js +24 -2
  82. package/editor/view/node-graph/actions/connection_bind_actions.d.ts +23 -0
  83. package/editor/view/node-graph/actions/connection_bind_actions.d.ts.map +1 -0
  84. package/editor/view/node-graph/actions/connection_bind_actions.js +39 -0
  85. package/editor/view/node-graph/connection_wire_geometry.d.ts +34 -0
  86. package/editor/view/node-graph/connection_wire_geometry.d.ts.map +1 -1
  87. package/editor/view/node-graph/connection_wire_geometry.js +79 -3
  88. package/editor/view/node-graph/node-graph.css +678 -0
  89. package/editor/view/particles/effect/ParticleCodeEditorView.d.ts +37 -0
  90. package/editor/view/particles/effect/ParticleCodeEditorView.d.ts.map +1 -0
  91. package/editor/view/particles/effect/ParticleCodeEditorView.js +480 -0
  92. package/editor/view/particles/effect/ParticleCurveEditorView.d.ts +20 -0
  93. package/editor/view/particles/effect/ParticleCurveEditorView.d.ts.map +1 -0
  94. package/editor/view/particles/effect/ParticleCurveEditorView.js +574 -0
  95. package/editor/view/particles/effect/ParticleEffectEditorView.d.ts +61 -0
  96. package/editor/view/particles/effect/ParticleEffectEditorView.d.ts.map +1 -0
  97. package/editor/view/particles/effect/ParticleEffectEditorView.js +223 -0
  98. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts +25 -0
  99. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts.map +1 -0
  100. package/editor/view/particles/effect/ParticleEmitterInspectorView.js +632 -0
  101. package/editor/view/particles/effect/ParticleGradientEditorView.d.ts +24 -0
  102. package/editor/view/particles/effect/ParticleGradientEditorView.d.ts.map +1 -0
  103. package/editor/view/particles/effect/ParticleGradientEditorView.js +472 -0
  104. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts +161 -0
  105. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -0
  106. package/editor/view/particles/effect/ParticleGraphEditorView.js +1666 -0
  107. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts +22 -0
  108. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts.map +1 -0
  109. package/editor/view/particles/effect/ParticleNodeParametersView.js +553 -0
  110. package/editor/view/particles/effect/ParticlePreviewView.d.ts +52 -0
  111. package/editor/view/particles/effect/ParticlePreviewView.d.ts.map +1 -0
  112. package/editor/view/particles/effect/ParticlePreviewView.js +533 -0
  113. package/editor/view/particles/effect/particle-editor.css +644 -0
  114. package/editor/view/prepareMeshLibrary.d.ts.map +1 -1
  115. package/editor/view/prepareMeshLibrary.js +8 -4
  116. package/package.json +1 -1
  117. package/samples/engine/first-scene/main.js +152 -152
  118. package/samples/generation/generators/mir_generator_place_bases.js +3 -3
  119. package/src/core/assert.d.ts +28 -24
  120. package/src/core/assert.d.ts.map +1 -1
  121. package/src/core/assert.js +34 -26
  122. package/src/core/binary/allocator/OffsetAllocator.d.ts +25 -16
  123. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  124. package/src/core/binary/allocator/OffsetAllocator.js +10 -1
  125. package/src/core/collection/array/typed/float32_array_hash.d.ts +21 -0
  126. package/src/core/collection/array/typed/float32_array_hash.d.ts.map +1 -0
  127. package/src/core/collection/array/typed/float32_array_hash.js +38 -0
  128. package/src/core/geom/3d/shape/PosedShape3D.d.ts +17 -0
  129. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  130. package/src/core/geom/3d/shape/PosedShape3D.js +34 -2
  131. package/src/core/graph/csr/CSRGraph.d.ts +8 -1
  132. package/src/core/graph/csr/CSRGraph.d.ts.map +1 -1
  133. package/src/core/graph/csr/CSRGraph.js +14 -6
  134. package/src/core/graph/format/graphviz/graphviz_escape_html_label.d.ts +17 -0
  135. package/src/core/graph/format/graphviz/graphviz_escape_html_label.d.ts.map +1 -0
  136. package/src/core/graph/format/graphviz/graphviz_escape_html_label.js +25 -0
  137. package/src/core/graph/format/graphviz/graphviz_escape_quoted.d.ts +16 -0
  138. package/src/core/graph/format/graphviz/graphviz_escape_quoted.d.ts.map +1 -0
  139. package/src/core/graph/format/graphviz/graphviz_escape_quoted.js +24 -0
  140. package/src/core/model/node-graph/NodeGraph.d.ts +12 -0
  141. package/src/core/model/node-graph/NodeGraph.d.ts.map +1 -1
  142. package/src/core/model/node-graph/NodeGraph.js +21 -6
  143. package/src/core/model/node-graph/node/NodeDescription.d.ts +36 -0
  144. package/src/core/model/node-graph/node/NodeDescription.d.ts.map +1 -1
  145. package/src/core/model/node-graph/node/NodeDescription.js +41 -0
  146. package/src/core/model/node-graph/visual/ConnectionVisualData.d.ts +119 -0
  147. package/src/core/model/node-graph/visual/ConnectionVisualData.d.ts.map +1 -0
  148. package/src/core/model/node-graph/visual/ConnectionVisualData.js +317 -0
  149. package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.d.ts +4 -0
  150. package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.d.ts.map +1 -1
  151. package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.js +125 -22
  152. package/src/core/model/node-graph/visual/NodeGraphVisualData.d.ts +91 -2
  153. package/src/core/model/node-graph/visual/NodeGraphVisualData.d.ts.map +1 -1
  154. package/src/core/model/node-graph/visual/NodeGraphVisualData.js +164 -113
  155. package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.d.ts +162 -0
  156. package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.d.ts.map +1 -0
  157. package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.js +288 -0
  158. package/src/core/model/node-graph/visual/layout/LayoutProblem.d.ts +133 -0
  159. package/src/core/model/node-graph/visual/layout/LayoutProblem.d.ts.map +1 -0
  160. package/src/core/model/node-graph/visual/layout/LayoutProblem.js +168 -0
  161. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts +175 -0
  162. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts.map +1 -0
  163. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.js +203 -0
  164. package/src/core/model/node-graph/visual/layout/RouteGrid.d.ts +226 -0
  165. package/src/core/model/node-graph/visual/layout/RouteGrid.d.ts.map +1 -0
  166. package/src/core/model/node-graph/visual/layout/RouteGrid.js +405 -0
  167. package/src/core/model/node-graph/visual/layout/RouteSearch.d.ts +159 -0
  168. package/src/core/model/node-graph/visual/layout/RouteSearch.d.ts.map +1 -0
  169. package/src/core/model/node-graph/visual/layout/RouteSearch.js +436 -0
  170. package/src/core/model/node-graph/visual/layout/RouteSet.d.ts +93 -0
  171. package/src/core/model/node-graph/visual/layout/RouteSet.d.ts.map +1 -0
  172. package/src/core/model/node-graph/visual/layout/RouteSet.js +176 -0
  173. package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.d.ts +48 -0
  174. package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.d.ts.map +1 -0
  175. package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.js +561 -0
  176. package/src/core/model/node-graph/visual/layout/layout_assign_layers.d.ts +34 -0
  177. package/src/core/model/node-graph/visual/layout/layout_assign_layers.d.ts.map +1 -0
  178. package/src/core/model/node-graph/visual/layout/layout_assign_layers.js +202 -0
  179. package/src/core/model/node-graph/visual/layout/layout_break_cycles.d.ts +34 -0
  180. package/src/core/model/node-graph/visual/layout/layout_break_cycles.d.ts.map +1 -0
  181. package/src/core/model/node-graph/visual/layout/layout_break_cycles.js +254 -0
  182. package/src/core/model/node-graph/visual/layout/layout_build_problem.d.ts +29 -0
  183. package/src/core/model/node-graph/visual/layout/layout_build_problem.d.ts.map +1 -0
  184. package/src/core/model/node-graph/visual/layout/layout_build_problem.js +191 -0
  185. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.d.ts +35 -0
  186. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.d.ts.map +1 -0
  187. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.js +109 -0
  188. package/src/core/model/node-graph/visual/layout/layout_node_graph.d.ts +59 -0
  189. package/src/core/model/node-graph/visual/layout/layout_node_graph.d.ts.map +1 -0
  190. package/src/core/model/node-graph/visual/layout/layout_node_graph.js +173 -0
  191. package/src/core/model/node-graph/visual/layout/layout_order_layers.d.ts +46 -0
  192. package/src/core/model/node-graph/visual/layout/layout_order_layers.d.ts.map +1 -0
  193. package/src/core/model/node-graph/visual/layout/layout_order_layers.js +534 -0
  194. package/src/core/model/node-graph/visual/layout/layout_orient_links.d.ts +21 -0
  195. package/src/core/model/node-graph/visual/layout/layout_orient_links.d.ts.map +1 -0
  196. package/src/core/model/node-graph/visual/layout/layout_orient_links.js +49 -0
  197. package/src/core/model/node-graph/visual/layout/route_connections.d.ts +70 -0
  198. package/src/core/model/node-graph/visual/layout/route_connections.d.ts.map +1 -0
  199. package/src/core/model/node-graph/visual/layout/route_connections.js +716 -0
  200. package/src/core/model/node-graph/visual/layout/route_grid_build.d.ts +34 -0
  201. package/src/core/model/node-graph/visual/layout/route_grid_build.d.ts.map +1 -0
  202. package/src/core/model/node-graph/visual/layout/route_grid_build.js +229 -0
  203. package/src/core/model/node-graph/visual/layout/route_nudge.d.ts +31 -0
  204. package/src/core/model/node-graph/visual/layout/route_nudge.d.ts.map +1 -0
  205. package/src/core/model/node-graph/visual/layout/route_nudge.js +249 -0
  206. package/src/core/model/node-graph/visual/layout/route_to_spline.d.ts +29 -0
  207. package/src/core/model/node-graph/visual/layout/route_to_spline.d.ts.map +1 -0
  208. package/src/core/model/node-graph/visual/layout/route_to_spline.js +120 -0
  209. package/src/engine/EngineHarness.d.ts.map +1 -1
  210. package/src/engine/EngineHarness.js +593 -586
  211. package/src/engine/EntityCreator.js +116 -116
  212. package/src/engine/achievements/AchievementManager.js +437 -437
  213. package/src/engine/animation/AnimatedActions.js +111 -111
  214. package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
  215. package/src/engine/animation/AnimationUtils.js +20 -8
  216. package/src/engine/animation/Animations.d.ts +1 -0
  217. package/src/engine/animation/Animations.d.ts.map +1 -1
  218. package/src/engine/animation/Animations.js +74 -66
  219. package/src/engine/animation/clip/bind_property_writer.d.ts.map +1 -1
  220. package/src/engine/animation/clip/bind_property_writer.js +12 -5
  221. package/src/engine/animation/curve/binding/BoundTransform64Writer.d.ts +29 -0
  222. package/src/engine/animation/curve/binding/BoundTransform64Writer.d.ts.map +1 -0
  223. package/src/engine/animation/curve/binding/BoundTransform64Writer.js +80 -0
  224. package/src/engine/animation/removeEntityWithMeshParticlesEffect.js +4 -4
  225. package/src/engine/asset/loaders/gltf_test_fixtures.d.ts.map +1 -1
  226. package/src/engine/asset/loaders/gltf_test_fixtures.js +5 -4
  227. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +12 -12
  228. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  229. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +2078 -2045
  230. package/src/engine/control/first-person/abilities/LedgeGrab.js +1 -1
  231. package/src/engine/control/first-person/abilities/Mantle.js +1 -1
  232. package/src/engine/control/first-person/abilities/Slide.js +1 -1
  233. package/src/engine/control/first-person/collision/KinematicMover.d.ts +5 -9
  234. package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
  235. package/src/engine/control/first-person/collision/KinematicMover.js +59 -29
  236. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +2 -2
  237. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  238. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +7 -7
  239. package/src/engine/ecs/EventType.js +10 -10
  240. package/src/engine/ecs/dynamic_actions/actions/definition/SendRequestActionDescription.d.ts.map +1 -1
  241. package/src/engine/ecs/dynamic_actions/actions/definition/SendRequestActionDescription.js +12 -4
  242. package/src/engine/ecs/fow/FogOfWarRevealerSystem.d.ts +4 -4
  243. package/src/engine/ecs/fow/FogOfWarRevealerSystem.d.ts.map +1 -1
  244. package/src/engine/ecs/fow/FogOfWarRevealerSystem.js +10 -11
  245. package/src/engine/ecs/grid/pick.js +1 -1
  246. package/src/engine/ecs/gui/hud/HeadsUpDisplaySystem.d.ts +1 -1
  247. package/src/engine/ecs/gui/hud/HeadsUpDisplaySystem.js +13 -13
  248. package/src/engine/ecs/gui/hud/testHudEdgeStick.js +3 -3
  249. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts +10 -10
  250. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts.map +1 -1
  251. package/src/engine/ecs/ik/InverseKinematicsSystem.js +8 -8
  252. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.d.ts.map +1 -1
  253. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +120 -97
  254. package/src/engine/ecs/ik/ik_bone_chain.d.ts +16 -5
  255. package/src/engine/ecs/ik/ik_bone_chain.d.ts.map +1 -1
  256. package/src/engine/ecs/ik/ik_bone_chain.js +16 -4
  257. package/src/engine/ecs/ik/ik_probe_terrain_contact.d.ts +7 -3
  258. package/src/engine/ecs/ik/ik_probe_terrain_contact.d.ts.map +1 -1
  259. package/src/engine/ecs/ik/ik_probe_terrain_contact.js +20 -16
  260. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts +18 -0
  261. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts.map +1 -0
  262. package/src/engine/ecs/ik/ik_write_local_rotation.js +26 -0
  263. package/src/engine/ecs/parent/EntityNode.d.ts +24 -6
  264. package/src/engine/ecs/parent/EntityNode.d.ts.map +1 -1
  265. package/src/engine/ecs/parent/EntityNode.js +49 -42
  266. package/src/engine/ecs/parent/EntityNodeFlags.d.ts +0 -1
  267. package/src/engine/ecs/parent/EntityNodeFlags.js +7 -8
  268. package/src/engine/ecs/speaker/VoiceSystem.d.ts +2 -2
  269. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  270. package/src/engine/ecs/speaker/VoiceSystem.js +4 -4
  271. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  272. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
  273. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +5 -2
  274. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  275. package/src/engine/ecs/terrain/ecs/Terrain.js +7 -4
  276. package/src/engine/ecs/terrain/ecs/TerrainSystem.js +3 -3
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@@ -17,28 +17,145 @@
17
17
  */
18
18
  export const PARTICLE_RECORD_WORD_COUNT: number;
19
19
  /**
20
- * Word index (within a record) that stores the owning emitter's index.
20
+ * Word index (within a record) of the header word: the owning emitter's row and that row's
21
+ * generation, packed as {@link ./data/particle_header.js} describes.
21
22
  * @type {number}
22
23
  */
23
24
  export const PARTICLE_RECORD_HEADER_EMITTER: number;
25
+ /**
26
+ * Threads per workgroup in the emitter tick dispatch, which walks the emitter table a page group at
27
+ * a time through the table's page iterator. That iterator caches one occupancy word per 32 lanes,
28
+ * so this has to be a multiple of 32.
29
+ *
30
+ * @type {number}
31
+ */
32
+ export const PARTICLE_EMITTER_TICK_WORKGROUP_SIZE: number;
33
+ /**
34
+ * Words per entry of the spawn-command list the host hands the GPU: `[emitter row, count]`.
35
+ * @type {number}
36
+ */
37
+ export const PARTICLE_SPAWN_COMMAND_WORDS: number;
38
+ /**
39
+ * Words in front of the packed program buffer: word {@link PARTICLE_PROGRAM_CODE_BASE_WORD} holds
40
+ * the word index the instruction section starts at; the constant pool follows the header, so the
41
+ * one buffer is `[header][constants][code]` — data, then code, and one binding for both.
42
+ *
43
+ * Four words is now just room to grow the header: the pool is addressed by word, so nothing after
44
+ * it needs a `vec4` boundary to land on. That was the original reason for the number.
45
+ *
46
+ * @type {number}
47
+ */
48
+ export const PARTICLE_PROGRAM_HEADER_WORDS: number;
49
+ /**
50
+ * Header word holding the instruction section's first word index.
51
+ * @type {number}
52
+ */
53
+ export const PARTICLE_PROGRAM_CODE_BASE_WORD: number;
54
+ /**
55
+ * Bins the render-order depth sort quantises view depth into. More bins is a finer back-to-front
56
+ * order at the cost of a longer histogram; particles that land in one bin draw in an order the
57
+ * scatter's atomics decide.
58
+ *
59
+ * @type {number}
60
+ */
61
+ export const PARTICLE_SORT_BUCKET_COUNT: number;
24
62
  /**
25
63
  * First word index available for user-defined attributes.
26
64
  * @type {number}
27
65
  */
28
66
  export const PARTICLE_RECORD_USER_WORD_START: number;
29
67
  /**
30
- * Number of vec4f registers in the VM register file. Each register is 4 lanes; scalars live in `.x`.
68
+ * Register slots the INSTRUCTION SET can name. A register IS a slot: a `vec3` value is three
69
+ * consecutive ones, and an instruction's width says how many its operands span.
70
+ *
71
+ * This is an encoding fact, not a shader's budget. A destination is the 8-bit `VM_DST_MASK` field
72
+ * of word 0 and every source base is the 8-bit `VM_OPERAND_BASE_MASK` field of its own word, so 256
73
+ * is exactly what an instruction can address and reaching the ceiling costs nothing. Past it the
74
+ * instruction word would have to grow — there is room (word 0 has bits 11..15 and 22..23 free, and
75
+ * each operand word uses only its low 16) — but nothing needs it yet.
76
+ *
77
+ * What a *shader* can afford is a different and much smaller number, see
78
+ * {@link PARTICLE_VM_FAST_REGISTER_SLOTS}. The graph compiler allocates against this one, records
79
+ * the peak as the program's `register_count`, and the runtime picks an interpreter from it.
80
+ *
81
+ * @type {number}
82
+ */
83
+ export const PARTICLE_VM_REGISTER_SLOTS: number;
84
+ /**
85
+ * Register slots the FAST interpreter's file holds — `vm_reg` in
86
+ * {@link ./vm/chunk_particle_vm_registers_fast.js}, a `var<private>` array the VM indexes
87
+ * dynamically. It lands in registers rather than scratch, so this number is the shader's register
88
+ * footprint outright, and every program pays it rather than only the ones that need it.
89
+ *
90
+ * Compiled to RDNA2 (gfx1030, wave32), 32 slots cost 47 VGPRs; sixteen `vec4` registers — what this
91
+ * was — cost 81 and held the shader to 10 waves against a 16-wave cap that anything at or below 64
92
+ * VGPRs reaches. Scalar slots are also what makes the number go further than the same count of
93
+ * floats did as `vec4`s: eight `vec4` registers hold eight values whatever their width, while 32
94
+ * slots hold ten `vec3`s or 32 scalars.
95
+ *
96
+ * ## Why 48 and not 32
97
+ *
98
+ * The node library gained {@link ./graph/ParticleNodeGroup.js groups}, and with them simplex and curl
99
+ * noise. Those are hundreds of instructions with a wide working set, and 32 slots is not enough for
100
+ * any of them: measured peaks are 26 for `simplex3`, 33 for `simplex4`, 32 for `curl3` and 40 for
101
+ * `curl4` — the last with a whole effect's worth of arithmetic still to fit around it.
102
+ *
103
+ * 48 was picked by extrapolating the 32-slot measurement: a slot is about a VGPR, so 48 should land
104
+ * near 63, at or under the 64 that reaches the occupancy cap. **That extrapolation was wrong.** The
105
+ * measured table in {@link ./vm/chunk_particle_vm.js} puts this interpreter at 80 VGPRs on a 48-slot
106
+ * file, well past the cap it was sized to stay under. The number stays because it is measured and
107
+ * shipped, not because the model that chose it holds; anyone moving it should compile the simulate
108
+ * shader offline and read the register count rather than extrapolate again.
109
+ *
110
+ * ## What happens above it
111
+ *
112
+ * Nothing fails. A program whose `register_count` exceeds this is one the fast file cannot hold, and
113
+ * the system falls back to the wide interpreter for the frame — every program, not only the one that
114
+ * overflowed. That is the library declining to have an authoring ceiling, at the price of an
115
+ * interpreter that keeps its registers in storage. See {@link PARTICLE_VM_WIDE_LAUNCH_LANES} and
116
+ * {@link ./vm/chunk_particle_vm_registers_wide.js}.
117
+ *
31
118
  * @type {number}
32
119
  */
33
- export const PARTICLE_VM_REGISTER_COUNT: number;
120
+ export const PARTICLE_VM_FAST_REGISTER_SLOTS: number;
34
121
  /**
35
- * Number of `u32` words per VM instruction: `[op, dst, s0, s1, s2]`.
122
+ * Invocations the wide-register simulate and emit passes launch, whatever the particle count.
123
+ *
124
+ * The wide interpreter keeps its register file in a storage buffer, so it needs one file per
125
+ * *invocation in flight*. One lane per particle would size that buffer by pool capacity — a million
126
+ * particles would want a gigabyte — so the wide passes do not run one lane per particle. They launch
127
+ * this many lanes and walk their input with a grid-stride loop, which caps the file count at a
128
+ * constant chosen here instead of at whatever the pool holds.
129
+ *
130
+ * The buffer is `PARTICLE_VM_WIDE_LAUNCH_LANES * PARTICLE_VM_REGISTER_SLOTS * 4` bytes — 8 MiB at
131
+ * these values. It is transient: never cleared, never read back, and shared by the emit and simulate
132
+ * passes, which cannot overlap. See {@link ./vm/chunk_particle_vm_registers_wide.js} for why not
133
+ * clearing it is safe.
134
+ *
135
+ * Must be a multiple of {@link PARTICLE_SIMULATE_WORKGROUP_SIZE}, and of
136
+ * {@link PARTICLE_EMIT_WORKGROUP_SIZE}. The grid stride IS this number, so every iteration has to
137
+ * cover a workgroup-aligned span of the coherence pass's list; a misaligned stride would put two
138
+ * programs in one wave and the wave-uniform section decode would then run one program's code over
139
+ * the other's particles.
140
+ *
36
141
  * @type {number}
37
142
  */
38
- export const PARTICLE_VM_INSTRUCTION_WORDS: number;
143
+ export const PARTICLE_VM_WIDE_LAUNCH_LANES: number;
144
+ export { PARTICLE_VM_INSTRUCTION_WORDS } from "./isa/ParticleVMISA.js";
39
145
  /**
40
146
  * Hard cap on instructions executed by a single VM program invocation. A safety bound so a malformed
41
147
  * program can never spin the GPU; the interpreter's loop is `for (i in 0..LIMIT)`.
148
+ *
149
+ * A bound and not a cost: the loop runs `min(instruction_count, LIMIT)` times, so a program of forty
150
+ * instructions costs forty whatever this says. What it does cost is the refusal — a program past it
151
+ * does not assemble — and the effects that library groups make possible are far past what 256 was.
152
+ * `curl4` alone is about six thousand instructions, being twelve four-dimensional simplex samples
153
+ * with no loop to put them in.
154
+ *
155
+ * Which is worth saying plainly rather than only in a constant: an effect built on curl noise runs
156
+ * thousands of VM instructions per particle per frame. That is not a budget anyone should spend
157
+ * without meaning to, and it is why the expensive groups say what they cost in their own help text.
158
+ *
42
159
  * @type {number}
43
160
  */
44
161
  export const PARTICLE_VM_MAX_INSTRUCTIONS: number;
@@ -73,4 +190,16 @@ export const PARTICLE_SIMULATE_WORKGROUP_SIZE: number;
73
190
  * @type {number}
74
191
  */
75
192
  export const PARTICLE_SIM_PAD_SLOT: number;
193
+ /**
194
+ * View-space distance, in world units, over which a soft-depth particle fades out as it approaches
195
+ * the opaque surface behind it.
196
+ *
197
+ * Read by the two passes that have to agree on a fragment's coverage: the AVBOIT draw, which weights
198
+ * the accumulators by it, and the AVBOIT splat, which records the extinction the volume then hands
199
+ * to everything behind. A fade in one and not the other is a surface that is invisible and still
200
+ * occludes.
201
+ *
202
+ * @type {number}
203
+ */
204
+ export const PARTICLE_SOFT_FADE_RANGE: number;
76
205
  //# sourceMappingURL=ParticleConstants.d.ts.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"ParticleConstants.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/particles/ParticleConstants.js"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAEH;;;;;;;;;GASG;AACH,yCAFU,MAAM,CAE6B;AAE7C;;;;GAIG;AACH,6CAFU,MAAM,CAEgC;AAEhD;;;;;;GAMG;AACH,mDAFU,MAAM,CAEuC;AAEvD;;;GAGG;AACH,2CAFU,MAAM,CAE8B;AAE9C;;;;;;;;;GASG;AACH,4CAFU,MAAM,CAE+B;AAE/C;;;GAGG;AACH,8CAFU,MAAM,CAEiC;AAEjD;;;;;;GAMG;AACH,yCAFU,MAAM,CAE+B;AAE/C;;;GAGG;AACH,8CAFU,MAAM,CAEiC;AAEjD;;;;;;;;;;;;;;;GAeG;AACH,yCAFU,MAAM,CAE8B;AAE9C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AACH,8CAFU,MAAM,CAEkC;AAElD;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,4CAFU,MAAM,CAEkC;;AASlD;;;;;;;;;;;;;;;GAeG;AACH,2CAFU,MAAM,CAEiC;AAEjD;;;;;;;;;;;;;;;GAeG;AACH,+CAFU,MAAM,CAEmC;AAEnD;;;;;;;;;;;;GAYG;AACH,oCAFU,MAAM,CAEgC;AAEhD;;;;;;;;;;GAUG;AACH,uCAFU,MAAM,CAE4B"}
@@ -19,11 +19,54 @@
19
19
  export const PARTICLE_RECORD_WORD_COUNT = 32;
20
20
 
21
21
  /**
22
- * Word index (within a record) that stores the owning emitter's index.
22
+ * Word index (within a record) of the header word: the owning emitter's row and that row's
23
+ * generation, packed as {@link ./data/particle_header.js} describes.
23
24
  * @type {number}
24
25
  */
25
26
  export const PARTICLE_RECORD_HEADER_EMITTER = 0;
26
27
 
28
+ /**
29
+ * Threads per workgroup in the emitter tick dispatch, which walks the emitter table a page group at
30
+ * a time through the table's page iterator. That iterator caches one occupancy word per 32 lanes,
31
+ * so this has to be a multiple of 32.
32
+ *
33
+ * @type {number}
34
+ */
35
+ export const PARTICLE_EMITTER_TICK_WORKGROUP_SIZE = 64;
36
+
37
+ /**
38
+ * Words per entry of the spawn-command list the host hands the GPU: `[emitter row, count]`.
39
+ * @type {number}
40
+ */
41
+ export const PARTICLE_SPAWN_COMMAND_WORDS = 2;
42
+
43
+ /**
44
+ * Words in front of the packed program buffer: word {@link PARTICLE_PROGRAM_CODE_BASE_WORD} holds
45
+ * the word index the instruction section starts at; the constant pool follows the header, so the
46
+ * one buffer is `[header][constants][code]` — data, then code, and one binding for both.
47
+ *
48
+ * Four words is now just room to grow the header: the pool is addressed by word, so nothing after
49
+ * it needs a `vec4` boundary to land on. That was the original reason for the number.
50
+ *
51
+ * @type {number}
52
+ */
53
+ export const PARTICLE_PROGRAM_HEADER_WORDS = 4;
54
+
55
+ /**
56
+ * Header word holding the instruction section's first word index.
57
+ * @type {number}
58
+ */
59
+ export const PARTICLE_PROGRAM_CODE_BASE_WORD = 0;
60
+
61
+ /**
62
+ * Bins the render-order depth sort quantises view depth into. More bins is a finer back-to-front
63
+ * order at the cost of a longer histogram; particles that land in one bin draw in an order the
64
+ * scatter's atomics decide.
65
+ *
66
+ * @type {number}
67
+ */
68
+ export const PARTICLE_SORT_BUCKET_COUNT = 1024;
69
+
27
70
  /**
28
71
  * First word index available for user-defined attributes.
29
72
  * @type {number}
@@ -31,23 +74,109 @@ export const PARTICLE_RECORD_HEADER_EMITTER = 0;
31
74
  export const PARTICLE_RECORD_USER_WORD_START = 1;
32
75
 
33
76
  /**
34
- * Number of vec4f registers in the VM register file. Each register is 4 lanes; scalars live in `.x`.
77
+ * Register slots the INSTRUCTION SET can name. A register IS a slot: a `vec3` value is three
78
+ * consecutive ones, and an instruction's width says how many its operands span.
79
+ *
80
+ * This is an encoding fact, not a shader's budget. A destination is the 8-bit `VM_DST_MASK` field
81
+ * of word 0 and every source base is the 8-bit `VM_OPERAND_BASE_MASK` field of its own word, so 256
82
+ * is exactly what an instruction can address and reaching the ceiling costs nothing. Past it the
83
+ * instruction word would have to grow — there is room (word 0 has bits 11..15 and 22..23 free, and
84
+ * each operand word uses only its low 16) — but nothing needs it yet.
85
+ *
86
+ * What a *shader* can afford is a different and much smaller number, see
87
+ * {@link PARTICLE_VM_FAST_REGISTER_SLOTS}. The graph compiler allocates against this one, records
88
+ * the peak as the program's `register_count`, and the runtime picks an interpreter from it.
89
+ *
90
+ * @type {number}
91
+ */
92
+ export const PARTICLE_VM_REGISTER_SLOTS = 256;
93
+
94
+ /**
95
+ * Register slots the FAST interpreter's file holds — `vm_reg` in
96
+ * {@link ./vm/chunk_particle_vm_registers_fast.js}, a `var<private>` array the VM indexes
97
+ * dynamically. It lands in registers rather than scratch, so this number is the shader's register
98
+ * footprint outright, and every program pays it rather than only the ones that need it.
99
+ *
100
+ * Compiled to RDNA2 (gfx1030, wave32), 32 slots cost 47 VGPRs; sixteen `vec4` registers — what this
101
+ * was — cost 81 and held the shader to 10 waves against a 16-wave cap that anything at or below 64
102
+ * VGPRs reaches. Scalar slots are also what makes the number go further than the same count of
103
+ * floats did as `vec4`s: eight `vec4` registers hold eight values whatever their width, while 32
104
+ * slots hold ten `vec3`s or 32 scalars.
105
+ *
106
+ * ## Why 48 and not 32
107
+ *
108
+ * The node library gained {@link ./graph/ParticleNodeGroup.js groups}, and with them simplex and curl
109
+ * noise. Those are hundreds of instructions with a wide working set, and 32 slots is not enough for
110
+ * any of them: measured peaks are 26 for `simplex3`, 33 for `simplex4`, 32 for `curl3` and 40 for
111
+ * `curl4` — the last with a whole effect's worth of arithmetic still to fit around it.
112
+ *
113
+ * 48 was picked by extrapolating the 32-slot measurement: a slot is about a VGPR, so 48 should land
114
+ * near 63, at or under the 64 that reaches the occupancy cap. **That extrapolation was wrong.** The
115
+ * measured table in {@link ./vm/chunk_particle_vm.js} puts this interpreter at 80 VGPRs on a 48-slot
116
+ * file, well past the cap it was sized to stay under. The number stays because it is measured and
117
+ * shipped, not because the model that chose it holds; anyone moving it should compile the simulate
118
+ * shader offline and read the register count rather than extrapolate again.
119
+ *
120
+ * ## What happens above it
121
+ *
122
+ * Nothing fails. A program whose `register_count` exceeds this is one the fast file cannot hold, and
123
+ * the system falls back to the wide interpreter for the frame — every program, not only the one that
124
+ * overflowed. That is the library declining to have an authoring ceiling, at the price of an
125
+ * interpreter that keeps its registers in storage. See {@link PARTICLE_VM_WIDE_LAUNCH_LANES} and
126
+ * {@link ./vm/chunk_particle_vm_registers_wide.js}.
127
+ *
35
128
  * @type {number}
36
129
  */
37
- export const PARTICLE_VM_REGISTER_COUNT = 16;
130
+ export const PARTICLE_VM_FAST_REGISTER_SLOTS = 48;
38
131
 
39
132
  /**
40
- * Number of `u32` words per VM instruction: `[op, dst, s0, s1, s2]`.
133
+ * Invocations the wide-register simulate and emit passes launch, whatever the particle count.
134
+ *
135
+ * The wide interpreter keeps its register file in a storage buffer, so it needs one file per
136
+ * *invocation in flight*. One lane per particle would size that buffer by pool capacity — a million
137
+ * particles would want a gigabyte — so the wide passes do not run one lane per particle. They launch
138
+ * this many lanes and walk their input with a grid-stride loop, which caps the file count at a
139
+ * constant chosen here instead of at whatever the pool holds.
140
+ *
141
+ * The buffer is `PARTICLE_VM_WIDE_LAUNCH_LANES * PARTICLE_VM_REGISTER_SLOTS * 4` bytes — 8 MiB at
142
+ * these values. It is transient: never cleared, never read back, and shared by the emit and simulate
143
+ * passes, which cannot overlap. See {@link ./vm/chunk_particle_vm_registers_wide.js} for why not
144
+ * clearing it is safe.
145
+ *
146
+ * Must be a multiple of {@link PARTICLE_SIMULATE_WORKGROUP_SIZE}, and of
147
+ * {@link PARTICLE_EMIT_WORKGROUP_SIZE}. The grid stride IS this number, so every iteration has to
148
+ * cover a workgroup-aligned span of the coherence pass's list; a misaligned stride would put two
149
+ * programs in one wave and the wave-uniform section decode would then run one program's code over
150
+ * the other's particles.
151
+ *
41
152
  * @type {number}
42
153
  */
43
- export const PARTICLE_VM_INSTRUCTION_WORDS = 5;
154
+ export const PARTICLE_VM_WIDE_LAUNCH_LANES = 8192;
155
+
156
+ /**
157
+ * Number of `u32` words per VM instruction. An ISA fact, defined with the encoding it describes and
158
+ * re-exported here so the runtime, the shaders and the tests read every build-time number from one
159
+ * module.
160
+ */
161
+ export { PARTICLE_VM_INSTRUCTION_WORDS } from "./isa/ParticleVMISA.js";
44
162
 
45
163
  /**
46
164
  * Hard cap on instructions executed by a single VM program invocation. A safety bound so a malformed
47
165
  * program can never spin the GPU; the interpreter's loop is `for (i in 0..LIMIT)`.
166
+ *
167
+ * A bound and not a cost: the loop runs `min(instruction_count, LIMIT)` times, so a program of forty
168
+ * instructions costs forty whatever this says. What it does cost is the refusal — a program past it
169
+ * does not assemble — and the effects that library groups make possible are far past what 256 was.
170
+ * `curl4` alone is about six thousand instructions, being twelve four-dimensional simplex samples
171
+ * with no loop to put them in.
172
+ *
173
+ * Which is worth saying plainly rather than only in a constant: an effect built on curl noise runs
174
+ * thousands of VM instructions per particle per frame. That is not a budget anyone should spend
175
+ * without meaning to, and it is why the expensive groups say what they cost in their own help text.
176
+ *
48
177
  * @type {number}
49
178
  */
50
- export const PARTICLE_VM_MAX_INSTRUCTIONS = 256;
179
+ export const PARTICLE_VM_MAX_INSTRUCTIONS = 8192;
51
180
 
52
181
  /**
53
182
  * Threads per workgroup in the simulate dispatch — and therefore the granularity the simulate input
@@ -81,3 +210,16 @@ export const PARTICLE_SIMULATE_WORKGROUP_SIZE = 64;
81
210
  * @type {number}
82
211
  */
83
212
  export const PARTICLE_SIM_PAD_SLOT = 0xffffffff;
213
+
214
+ /**
215
+ * View-space distance, in world units, over which a soft-depth particle fades out as it approaches
216
+ * the opaque surface behind it.
217
+ *
218
+ * Read by the two passes that have to agree on a fragment's coverage: the AVBOIT draw, which weights
219
+ * the accumulators by it, and the AVBOIT splat, which records the extinction the volume then hands
220
+ * to everything behind. A fade in one and not the other is a surface that is invisible and still
221
+ * occludes.
222
+ *
223
+ * @type {number}
224
+ */
225
+ export const PARTICLE_SOFT_FADE_RANGE = 0.5;
@@ -0,0 +1,19 @@
1
+ /**
2
+ * How the frame's particles are drawn — the one thing {@link GPUParticleSystemexecute } branches on
3
+ * once the simulation has run.
4
+ *
5
+ * The simulation half is identical either way; the modes differ in whether anything downstream
6
+ * cares what ORDER the particles arrive in. Blending billboards over a colour target does —
7
+ * premultiplied transparency is order-dependent, so the draw list has to be back-to-front. AVBOIT's
8
+ * voxel volume and its accumulators do not: every contribution is a sum, and a sum has no order.
9
+ *
10
+ * That is why the depth sort is a property of the mode rather than of the simulation. It is four
11
+ * passes and a scan over every live particle, plus two lists a word per particle each, and under
12
+ * AVBOIT none of it changes a pixel.
13
+ */
14
+ export type ParticleRenderMode = number;
15
+ export namespace ParticleRenderMode {
16
+ let BILLBOARD: number;
17
+ let AVBOIT: number;
18
+ }
19
+ //# sourceMappingURL=ParticleRenderMode.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ParticleRenderMode.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/particles/ParticleRenderMode.js"],"names":[],"mappings":";;;;;;;;;;;;;iCAaU,MAAM"}
@@ -0,0 +1,33 @@
1
+ /**
2
+ * How the frame's particles are drawn — the one thing {@link GPUParticleSystem#execute} branches on
3
+ * once the simulation has run.
4
+ *
5
+ * The simulation half is identical either way; the modes differ in whether anything downstream
6
+ * cares what ORDER the particles arrive in. Blending billboards over a colour target does —
7
+ * premultiplied transparency is order-dependent, so the draw list has to be back-to-front. AVBOIT's
8
+ * voxel volume and its accumulators do not: every contribution is a sum, and a sum has no order.
9
+ *
10
+ * That is why the depth sort is a property of the mode rather than of the simulation. It is four
11
+ * passes and a scan over every live particle, plus two lists a word per particle each, and under
12
+ * AVBOIT none of it changes a pixel.
13
+ *
14
+ * @enum {number}
15
+ */
16
+ export const ParticleRenderMode = {
17
+ /**
18
+ * Standalone: depth-sort the alive list back-to-front and draw it as billboards straight over a
19
+ * colour target with fixed-function blending. `color` and `depth` are required.
20
+ *
21
+ * For a page with no transparency pipeline of its own. See `graph_particles_billboard.js`.
22
+ */
23
+ BILLBOARD: 0,
24
+ /**
25
+ * Under the renderer: the AVBOIT transparency orchestrator draws the particles later in the
26
+ * frame, through the side-channel calls (`graph_particles_avboit.js`), off the same alive list
27
+ * and the same GPU-written draw args.
28
+ *
29
+ * Order-independent, so {@link GPUParticleSystem#execute} records no sort and no draw, allocates
30
+ * no sort buffers, and hands the colour target back untouched.
31
+ */
32
+ AVBOIT: 1,
33
+ };
@@ -27,7 +27,7 @@
27
27
  * @param {GPUBuffer} params.gpu.sim_bucket_counts raw (unpadded) per-bucket counts
28
28
  * @param {GPUBuffer} params.gpu.sim_cursor per-bucket scatter cursor
29
29
  * @param {GPUBuffer} params.gpu.sim_dispatch_args indirect args for the two per-particle passes
30
- * @param {number} params.emitters graph handle of the packed emitter records
30
+ * @param {number} params.emitter_database graph handle of the emitter database buffer
31
31
  * @param {number} params.pool graph handle of the particle pool
32
32
  * @param {number} params.alive graph handle of this frame's compacted alive list
33
33
  * @param {number} params.counters graph handle of the atomic counters
@@ -36,9 +36,9 @@
36
36
  * GPUBuffer twice makes two resource entries the graph cannot see are the same memory, so the read
37
37
  * and the write end up on separate dependency chains
38
38
  * @param {number} params.bucket_count number of distinct compiled programs
39
- * @returns {{counters: number, sim_list: number}} the threaded handles downstream passes must read
39
+ * @returns {{counters: number, sim_list: number, dispatch_args: number}} the threaded handles downstream passes must read
40
40
  */
41
- export function graph_particle_bucket({ graph, gpu, emitters, pool, alive, counters, sim_list, bucket_count }: {
41
+ export function graph_particle_bucket({ graph, gpu, emitter_database, pool, alive, counters, sim_list, bucket_count }: {
42
42
  graph: import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
43
43
  gpu: {
44
44
  sim_list: GPUBuffer;
@@ -48,7 +48,7 @@ export function graph_particle_bucket({ graph, gpu, emitters, pool, alive, count
48
48
  sim_cursor: GPUBuffer;
49
49
  sim_dispatch_args: GPUBuffer;
50
50
  };
51
- emitters: number;
51
+ emitter_database: number;
52
52
  pool: number;
53
53
  alive: number;
54
54
  counters: number;
@@ -57,5 +57,6 @@ export function graph_particle_bucket({ graph, gpu, emitters, pool, alive, count
57
57
  }): {
58
58
  counters: number;
59
59
  sim_list: number;
60
+ dispatch_args: number;
60
61
  };
61
62
  //# sourceMappingURL=graph_particle_bucket.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"graph_particle_bucket.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/coherence/graph_particle_bucket.js"],"names":[],"mappings":"AAiBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAuCG;AACH;IAnBqG,KAAK,EAA/F,OAAO,8DAA8D,EAAE,UAAU;IAClE,GAAG;QACI,QAAQ;QACR,QAAQ;QACR,aAAa;QACb,iBAAiB;QACjB,UAAU;QACV,iBAAiB;;IACxB,QAAQ,EAAvB,MAAM;IACS,IAAI,EAAnB,MAAM;IACS,KAAK,EAApB,MAAM;IACS,QAAQ,EAAvB,MAAM;IACS,QAAQ,EAAvB,MAAM;IAIS,YAAY,EAA3B,MAAM;IACJ;IAAC,QAAQ,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAA;CAAC,CAqGhD"}
1
+ {"version":3,"file":"graph_particle_bucket.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/coherence/graph_particle_bucket.js"],"names":[],"mappings":"AAkBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAuCG;AACH;IAnBqG,KAAK,EAA/F,OAAO,8DAA8D,EAAE,UAAU;IAClE,GAAG;QACI,QAAQ;QACR,QAAQ;QACR,aAAa;QACb,iBAAiB;QACjB,UAAU;QACV,iBAAiB;;IACxB,gBAAgB,EAA/B,MAAM;IACS,IAAI,EAAnB,MAAM;IACS,KAAK,EAApB,MAAM;IACS,QAAQ,EAAvB,MAAM;IACS,QAAQ,EAAvB,MAAM;IAIS,YAAY,EAA3B,MAAM;;cACO,MAAM;cAAY,MAAM;mBAAiB,MAAM;EAwGtE"}
@@ -1,4 +1,5 @@
1
1
  import { assert } from "../../../../core/assert.js";
2
+ import { align_4 } from "../../../../core/binary/align_4.js";
2
3
  import { graph_compute_indirect_pass } from "../../shader/graph/compute/graph_compute_indirect_pass.js";
3
4
  import { graph_compute_pass } from "../../shader/graph/compute/graph_compute_pass.js";
4
5
  import { graph_import_buffer } from "../../shader/graph/graph_import_buffer.js";
@@ -44,7 +45,7 @@ import {
44
45
  * @param {GPUBuffer} params.gpu.sim_bucket_counts raw (unpadded) per-bucket counts
45
46
  * @param {GPUBuffer} params.gpu.sim_cursor per-bucket scatter cursor
46
47
  * @param {GPUBuffer} params.gpu.sim_dispatch_args indirect args for the two per-particle passes
47
- * @param {number} params.emitters graph handle of the packed emitter records
48
+ * @param {number} params.emitter_database graph handle of the emitter database buffer
48
49
  * @param {number} params.pool graph handle of the particle pool
49
50
  * @param {number} params.alive graph handle of this frame's compacted alive list
50
51
  * @param {number} params.counters graph handle of the atomic counters
@@ -53,16 +54,17 @@ import {
53
54
  * GPUBuffer twice makes two resource entries the graph cannot see are the same memory, so the read
54
55
  * and the write end up on separate dependency chains
55
56
  * @param {number} params.bucket_count number of distinct compiled programs
56
- * @returns {{counters: number, sim_list: number}} the threaded handles downstream passes must read
57
+ * @returns {{counters: number, sim_list: number, dispatch_args: number}} the threaded handles downstream passes must read
57
58
  */
58
- export function graph_particle_bucket({ graph, gpu, emitters, pool, alive, counters, sim_list, bucket_count }) {
59
+ export function graph_particle_bucket({ graph, gpu, emitter_database, pool, alive, counters, sim_list, bucket_count }) {
59
60
  assert.defined(graph, "graph");
60
61
  assert.isPositiveInteger(bucket_count, "bucket_count");
61
62
  assert.isNonNegativeInteger(sim_list, "sim_list");
62
63
 
63
64
  // Sized from the bucket count, which only changes when the emitter set does — so a caller that
64
65
  // added an emitter and did not reallocate gets told here rather than scattering out of bounds.
65
- const bin_words = PREFIX_SCAN_CSDLDF_HEADER_WORDS + round_up_4(bucket_count);
66
+ // Aligned up because the scan reads whole `vec4`s, so the last bin's tail is part of the buffer.
67
+ const bin_words = PREFIX_SCAN_CSDLDF_HEADER_WORDS + align_4(bucket_count);
66
68
  assert.greaterThanOrEqual(gpu.sim_histogram.size, bin_words * Uint32Array.BYTES_PER_ELEMENT, "sim_histogram is too small for the bucket count");
67
69
  assert.greaterThanOrEqual(gpu.sim_cursor.size, bucket_count * Uint32Array.BYTES_PER_ELEMENT, "sim_cursor is too small for the bucket count");
68
70
  assert.greaterThanOrEqual(gpu.sim_bucket_counts.size, bucket_count * Uint32Array.BYTES_PER_ELEMENT, "sim_bucket_counts is too small for the bucket count");
@@ -98,7 +100,7 @@ export function graph_particle_bucket({ graph, gpu, emitters, pool, alive, count
98
100
  const out = graph_compute_indirect_pass({
99
101
  graph,
100
102
  shader: shader_particle_bucket_histogram,
101
- bindings: { emitters, pool, alive, keys, histogram, counters },
103
+ bindings: { emitter_database, pool, alive, keys, histogram, counters },
102
104
  command: dispatch_args,
103
105
  });
104
106
  keys = out.keys;
@@ -153,7 +155,9 @@ export function graph_particle_bucket({ graph, gpu, emitters, pool, alive, count
153
155
  counters = out.counters;
154
156
  }
155
157
 
156
- return { counters, sim_list };
158
+ // `dispatch_args` goes back too: it holds one workgroup per live particle, written from the
159
+ // GPU's own alive count, which is exactly the shape the depth sort's per-particle passes need.
160
+ return { counters, sim_list, dispatch_args };
157
161
  }
158
162
 
159
163
  /**
@@ -165,15 +169,7 @@ export function graph_particle_bucket({ graph, gpu, emitters, pool, alive, count
165
169
  * @returns {number}
166
170
  */
167
171
  function reset_group_count(bucket_count) {
168
- const words = PREFIX_SCAN_CSDLDF_HEADER_WORDS + round_up_4(bucket_count);
172
+ const words = PREFIX_SCAN_CSDLDF_HEADER_WORDS + align_4(bucket_count);
169
173
 
170
174
  return Math.ceil(words / PARTICLE_SIMULATE_WORKGROUP_SIZE);
171
175
  }
172
-
173
- /**
174
- * @param {number} value
175
- * @returns {number} `value` rounded up to a multiple of four — the scan reads whole `vec4`s
176
- */
177
- function round_up_4(value) {
178
- return (value + 3) & ~3;
179
- }
@@ -12,8 +12,8 @@ export const shader_particle_bucket_reset: ComputeShader;
12
12
  * (see {@link ../runtime/ProgramArena.js}) and belong in one wave-coherent run. Keying on the
13
13
  * emitter index would split a run that was already coherent into one padded bucket per emitter.
14
14
  *
15
- * The emitter's program id is read by direct indexing rather than through
16
- * `particle_emitter_read` — decoding a whole 41-word record, transform matrix included, to reach one
15
+ * The program id is read through the table's single-FIELD accessor rather than
16
+ * `particle_emitter_read` — decoding a whole emitter record, transform matrix included, to reach one
17
17
  * word would be pure waste in a pass that touches every live particle.
18
18
  *
19
19
  * @type {ComputeShader}
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_bucket.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/coherence/shader_particle_bucket.js"],"names":[],"mappings":"AAwGA;;;;;;;GAOG;AACH,2CAFU,aAAa,CAyCpB;AAcH;;;;;;;;;;GAUG;AACH,+CAFU,aAAa,CAyBpB;AAYH;;;;;;;;;;GAUG;AACH,yCAFU,aAAa,CAmBpB;AAeH;;;;;;;;GAQG;AACH,6CAFU,aAAa,CAwBpB;AAcH;;;;;;;;;;;;GAYG;AACH,0CAFU,aAAa,CAiCpB;8BArV2B,+BAA+B"}
1
+ {"version":3,"file":"shader_particle_bucket.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/coherence/shader_particle_bucket.js"],"names":[],"mappings":"AA+GA;;;;;;;GAOG;AACH,2CAFU,aAAa,CAyCpB;AAcH;;;;;;;;;;GAUG;AACH,+CAFU,aAAa,CAuBpB;AAYH;;;;;;;;;;GAUG;AACH,yCAFU,aAAa,CAmBpB;AAeH;;;;;;;;GAQG;AACH,6CAFU,aAAa,CAwBpB;AAcH;;;;;;;;;;;;GAYG;AACH,0CAFU,aAAa,CAiCpB;8BA1V2B,+BAA+B"}