@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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  1020. package/src/shade/renderer/shader/chunk/noise/psrdnoise/chunk_psrdnoise3_skew.js +28 -0
  1021. package/src/shade/renderer/shader/chunk/noise/psrdnoise/chunk_psrdnoise3_unskew.d.ts +13 -0
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  1024. package/src/shade/renderer/shader/chunk/noise/psrdnoise/chunk_srdnoise2.d.ts +22 -0
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@@ -0,0 +1,106 @@
1
+ /**
2
+ * Where one program sits in the {@link ./ProgramHeap.js ProgramHeap}, and what an emitter record
3
+ * carries to find it.
4
+ *
5
+ * A placement is the heap's, not the caller's: {@link ./ProgramHeap.js#acquire} hands one out and
6
+ * {@link ./ProgramHeap.js#release} takes it back, and every field here is written by the heap. It is
7
+ * shared — every emitter running the same bytecode holds the same placement object, which is what
8
+ * puts them in one simulation bucket — and it is MUTATED IN PLACE when the heap repacks. Holders
9
+ * therefore see the new offsets without being handed a new object, and only have to restage the
10
+ * record they wrote the old ones into.
11
+ *
12
+ * The offsets are section-relative, which is what lets the heap move a program without the shader
13
+ * knowing: instruction offsets count instructions from the code section's base, and
14
+ * {@link ProgramPlacement#constant_offset} counts words from the constant section's base. The one
15
+ * absolute address in the whole buffer is the header word saying where the code section starts.
16
+ */
17
+ export class ProgramPlacement {
18
+
19
+ /**
20
+ * Dense-ish id of this program: the value the emitter record carries and the simulation-order
21
+ * pass histograms on. Stable for the life of the placement, repacks included — the offsets move,
22
+ * the id does not.
23
+ *
24
+ * Ids are handed out lowest-free-first and a released one is reused, so they stay inside
25
+ * `[0, ProgramHeap#program_id_capacity)` however many programs come and go.
26
+ *
27
+ * @type {number}
28
+ */
29
+ program_id = -1;
30
+
31
+ /**
32
+ * First instruction of the INIT section, counted in instructions from the code base.
33
+ * @type {number}
34
+ */
35
+ init_offset = 0;
36
+
37
+ /**
38
+ * Instructions in the INIT section.
39
+ * @type {number}
40
+ */
41
+ init_count = 0;
42
+
43
+ /**
44
+ * First instruction of the UPDATE section, counted in instructions from the code base. Directly
45
+ * after INIT — the two sections of a program are allocated as one contiguous range.
46
+ * @type {number}
47
+ */
48
+ update_offset = 0;
49
+
50
+ /**
51
+ * Instructions in the UPDATE section.
52
+ * @type {number}
53
+ */
54
+ update_count = 0;
55
+
56
+ /**
57
+ * First word of this program's constant pool, counted in words from the constant base. The VM
58
+ * adds it to every program-local constant reference.
59
+ * @type {number}
60
+ */
61
+ constant_offset = 0;
62
+
63
+ /**
64
+ * The heap's own copy of the bytecode — the key it is filed under, and what a repack rewrites
65
+ * into the moved range.
66
+ *
67
+ * @type {import("../isa/ParticleProgram.js").ParticleProgram|null}
68
+ */
69
+ program = null;
70
+
71
+ /**
72
+ * How many emitters hold this placement. The heap frees the ranges and releases the id when it
73
+ * reaches zero, so one emitter of a shared effect going away does not take the effect with it.
74
+ *
75
+ * @type {number}
76
+ */
77
+ references = 0;
78
+
79
+ /**
80
+ * The code range, in instructions, as {@link ../../../../core/binary/allocator/OffsetAllocator.js}
81
+ * handed it out. `null` for a program with no instructions at all.
82
+ *
83
+ * @type {import("../../../../core/binary/allocator/OffsetAllocator.js").Allocation|null}
84
+ */
85
+ code_allocation = null;
86
+
87
+ /**
88
+ * The constant-pool range, in words. `null` for a program with an empty pool.
89
+ * @type {import("../../../../core/binary/allocator/OffsetAllocator.js").Allocation|null}
90
+ */
91
+ constant_allocation = null;
92
+
93
+ /**
94
+ * @returns {number} instructions this program occupies in the code section, both sections summed
95
+ */
96
+ get instruction_count() {
97
+ return this.init_count + this.update_count;
98
+ }
99
+
100
+ /**
101
+ * @returns {number} words this program occupies in the constant section
102
+ */
103
+ get constant_word_count() {
104
+ return this.program === null ? 0 : this.program.constant_word_count;
105
+ }
106
+ }
@@ -1,19 +1,22 @@
1
1
  /**
2
- * Compile a particle effect: a per-particle attribute {@link ../layout/ParticleLayout.js} plus SPAWN
2
+ * Compile a particle effect: a per-particle attribute {@link ../layout/ParticleLayout.js} plus INIT
3
3
  * and UPDATE node graphs, lowered to VM bytecode.
4
4
  *
5
- * The returned value bundles the layout with the compiled program so the {@link ./EmitterRegistry.js}
6
- * can resolve render-attribute names to record offsets and pack the program into the arena.
5
+ * The two halves come back together because they are compiled together, and an emitter takes both:
6
+ * the layout is what a render binding resolves a name against, the program is what the heap packs.
7
+ * They are not a value in their own right, so they go into an emitter by being spread —
8
+ * `ParticleEmitter.from({ ...create_particle_effect({ layout, update }), spawn_rate: 100 })` — and
9
+ * the emitter keeps them as two fields rather than as one bag.
7
10
  *
8
11
  * @param {object} params
9
12
  * @param {import("../layout/ParticleLayout.js").ParticleLayout} params.layout
10
- * @param {NodeGraph} [params.spawn]
13
+ * @param {NodeGraph} [params.init]
11
14
  * @param {NodeGraph} [params.update]
12
15
  * @returns {{ layout: import("../layout/ParticleLayout.js").ParticleLayout, program: import("../isa/ParticleProgram.js").ParticleProgram }}
13
16
  */
14
- export function create_particle_effect({ layout, spawn, update }: {
17
+ export function create_particle_effect({ layout, init, update }: {
15
18
  layout: import("../layout/ParticleLayout.js").ParticleLayout;
16
- spawn?: NodeGraph;
19
+ init?: NodeGraph;
17
20
  update?: NodeGraph;
18
21
  }): {
19
22
  layout: import("../layout/ParticleLayout.js").ParticleLayout;
@@ -1 +1 @@
1
- {"version":3,"file":"create_particle_effect.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/runtime/create_particle_effect.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;GAYG;AACH;IALwE,MAAM,EAAnE,OAAO,6BAA6B,EAAE,cAAc;IACjC,KAAK;IACL,MAAM;;YACb,OAAO,6BAA6B,EAAE,cAAc;aAAW,OAAO,2BAA2B,EAAE,eAAe;EAKxI"}
1
+ {"version":3,"file":"create_particle_effect.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/runtime/create_particle_effect.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;GAeG;AACH;IALwE,MAAM,EAAnE,OAAO,6BAA6B,EAAE,cAAc;IACjC,IAAI;IACJ,MAAM;;YACb,OAAO,6BAA6B,EAAE,cAAc;aAAW,OAAO,2BAA2B,EAAE,eAAe;EAKxI"}
@@ -1,19 +1,22 @@
1
- import { compile_particle_effect } from "../graph/compile_particle_graph.js";
2
-
3
- /**
4
- * Compile a particle effect: a per-particle attribute {@link ../layout/ParticleLayout.js} plus SPAWN
5
- * and UPDATE node graphs, lowered to VM bytecode.
6
- *
7
- * The returned value bundles the layout with the compiled program so the {@link ./EmitterRegistry.js}
8
- * can resolve render-attribute names to record offsets and pack the program into the arena.
9
- *
10
- * @param {object} params
11
- * @param {import("../layout/ParticleLayout.js").ParticleLayout} params.layout
12
- * @param {NodeGraph} [params.spawn]
13
- * @param {NodeGraph} [params.update]
14
- * @returns {{ layout: import("../layout/ParticleLayout.js").ParticleLayout, program: import("../isa/ParticleProgram.js").ParticleProgram }}
15
- */
16
- export function create_particle_effect({ layout, spawn, update }) {
17
- const program = compile_particle_effect({ spawn, update, layout });
18
- return { layout, program };
19
- }
1
+ import { compile_particle_effect } from "../graph/compile_particle_graph.js";
2
+
3
+ /**
4
+ * Compile a particle effect: a per-particle attribute {@link ../layout/ParticleLayout.js} plus INIT
5
+ * and UPDATE node graphs, lowered to VM bytecode.
6
+ *
7
+ * The two halves come back together because they are compiled together, and an emitter takes both:
8
+ * the layout is what a render binding resolves a name against, the program is what the heap packs.
9
+ * They are not a value in their own right, so they go into an emitter by being spread —
10
+ * `ParticleEmitter.from({ ...create_particle_effect({ layout, update }), spawn_rate: 100 })` — and
11
+ * the emitter keeps them as two fields rather than as one bag.
12
+ *
13
+ * @param {object} params
14
+ * @param {import("../layout/ParticleLayout.js").ParticleLayout} params.layout
15
+ * @param {NodeGraph} [params.init]
16
+ * @param {NodeGraph} [params.update]
17
+ * @returns {{ layout: import("../layout/ParticleLayout.js").ParticleLayout, program: import("../isa/ParticleProgram.js").ParticleProgram }}
18
+ */
19
+ export function create_particle_effect({ layout, init, update }) {
20
+ const program = compile_particle_effect({ init, update, layout });
21
+ return { layout, program };
22
+ }
@@ -0,0 +1,17 @@
1
+ /**
2
+ * What one particle fragment contributes to AVBOIT's four accumulators.
3
+ *
4
+ * The whole of the particle draw's decision, taken apart from the sampling that feeds it: which
5
+ * accumulator a fragment belongs in, and with what weight. Lifted out of the fragment stage so it
6
+ * can be run on the WGSL emulator against plain numbers — a fragment that samples an atlas, a depth
7
+ * buffer, an integral texture and a froxel volume cannot be.
8
+ *
9
+ * The inputs are the shaded, *un*premultiplied colour and its emitter's blend mode; the
10
+ * transmittance the voxel volume leaves in front of this fragment, per channel; and
11
+ * `sample_volumetrics` at this fragment, `.xyz` in-scatter and `.w` transmittance.
12
+ *
13
+ * @type {CodeChunk}
14
+ */
15
+ export const chunk_particle_avboit_contribution: CodeChunk;
16
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
17
+ //# sourceMappingURL=chunk_particle_avboit_contribution.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_particle_avboit_contribution.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_avboit_contribution.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;GAaG;AACH,iDAFU,SAAS,CA0Dc;0BA1EP,oCAAoC"}
@@ -0,0 +1,75 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { OIT_COVERAGE_MAX } from "../../rasterize/native/oit/OIT_CONSTANTS.js";
3
+ import { chunk_particle_render_math } from "./chunk_particle_render_math.js";
4
+
5
+ /**
6
+ * What one particle fragment contributes to AVBOIT's four accumulators.
7
+ *
8
+ * The whole of the particle draw's decision, taken apart from the sampling that feeds it: which
9
+ * accumulator a fragment belongs in, and with what weight. Lifted out of the fragment stage so it
10
+ * can be run on the WGSL emulator against plain numbers — a fragment that samples an atlas, a depth
11
+ * buffer, an integral texture and a froxel volume cannot be.
12
+ *
13
+ * The inputs are the shaded, *un*premultiplied colour and its emitter's blend mode; the
14
+ * transmittance the voxel volume leaves in front of this fragment, per channel; and
15
+ * `sample_volumetrics` at this fragment, `.xyz` in-scatter and `.w` transmittance.
16
+ *
17
+ * @type {CodeChunk}
18
+ */
19
+ export const chunk_particle_avboit_contribution = CodeChunk.from(/* language=wgsl */ `
20
+ struct ParticleAVBOITContribution {
21
+ color : vec4<f32>,
22
+ norm : vec4<f32>,
23
+ extinction : vec4<f32>,
24
+ emission : vec4<f32>,
25
+ }
26
+
27
+ fn particle_avboit_contribution(
28
+ shaded : vec4<f32>,
29
+ blend : u32,
30
+ transmittance : vec3<f32>,
31
+ fog : vec4<f32>
32
+ ) -> ParticleAVBOITContribution {
33
+ var out : ParticleAVBOITContribution;
34
+
35
+ let premultiplied = particle_premultiply(shaded, blend);
36
+
37
+ /*
38
+ Full opacity would be zero transmittance, whose logarithm breaks the accumulators; below zero
39
+ it would be a negative extinction, and the resolve's exp(-sum) would brighten what is behind
40
+ the fragment instead of dimming it.
41
+ */
42
+ let coverage = clamp(premultiplied.a, 0.0, ${OIT_COVERAGE_MAX});
43
+
44
+ if (coverage <= 0.0) {
45
+ /*
46
+ Covers nothing: an additive emitter, or a premultiplied sprite with no alpha, which the
47
+ billboard pipeline blends the same way. It is dimmed by the fog in front of it, but it does
48
+ not carry the fog's own in-scatter: the scene it draws over already has that composited in,
49
+ and the resolve adds emission outside the normalization that would otherwise take the
50
+ duplicate away. Carrying it would add one copy of the fog per fragment.
51
+ */
52
+ out.color = vec4<f32>(0.0);
53
+ out.norm = vec4<f32>(0.0);
54
+ out.extinction = vec4<f32>(0.0);
55
+ out.emission = vec4<f32>(max(premultiplied.rgb * fog.w * transmittance, vec3<f32>(0.0)), 0.0);
56
+ return out;
57
+ }
58
+
59
+ // the ceiling is on the pair, so the colour is rescaled with the coverage it is weighted by
60
+ let scale = coverage / premultiplied.a;
61
+
62
+ // this one does hide part of the scene, so it owes that part its in-scatter back — and the
63
+ // resolve's normalization is what keeps the sum to one copy however many fragments there are
64
+ let color = premultiplied.rgb * scale * fog.w + fog.xyz * coverage;
65
+
66
+ let self_transmittance = vec3<f32>(1.0 - coverage);
67
+
68
+ out.color = vec4<f32>(color * transmittance, 0.0);
69
+ out.norm = vec4<f32>((1.0 - self_transmittance) * transmittance, 0.0);
70
+ out.extinction = vec4<f32>(-log(self_transmittance), 0.0);
71
+ out.emission = vec4<f32>(0.0);
72
+
73
+ return out;
74
+ }
75
+ `, [chunk_particle_render_math]);
@@ -0,0 +1,20 @@
1
+ /**
2
+ * The billboard vertex stage, shared by every pass that rasterizes particles: the standalone
3
+ * renderer, and the AVBOIT splat and draw. One instance per particle, six vertices per instance;
4
+ * the instance indexes the slot list, the vertex picks a quad corner, and the corner is expanded
5
+ * per the emitter's projection mode and projected with the camera.
6
+ *
7
+ * The enclosing shader binds `camera` (`CAMERA_UNIFORM_STRUCT`), `pool` and `emitter_database`
8
+ * (`array<u32>`) and `draw_list` (the slot list, `array<u32>`) under those names; this reads them
9
+ * directly, the way `sample_volumetrics` reads its textures. Which list that is, is the caller's
10
+ * choice: the standalone path binds the depth-sorted one because a blended draw needs order, the
11
+ * AVBOIT passes bind the alive list because the volume makes order irrelevant.
12
+ *
13
+ * `view_depth` is the vertex's own view-space depth, interpolated across the quad — the depth the
14
+ * AVBOIT passes place the fragment at.
15
+ *
16
+ * @type {CodeChunk}
17
+ */
18
+ export const chunk_particle_billboard_vertex: CodeChunk;
19
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
20
+ //# sourceMappingURL=chunk_particle_billboard_vertex.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_particle_billboard_vertex.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_billboard_vertex.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;;GAgBG;AACH,8CAFU,SAAS,CAuE6D;0BA7FtD,oCAAoC"}
@@ -0,0 +1,94 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { PARTICLE_RECORD_HEADER_EMITTER, PARTICLE_RECORD_WORD_COUNT } from "../ParticleConstants.js";
3
+ import { EMITTER_ATTRIBUTE_ABSENT } from "../data/PARTICLE_EMITTER_STRUCT.js";
4
+ import { chunk_particle_emitter } from "../data/chunk_particle_emitter.js";
5
+ import { chunk_particle_header } from "../data/particle_header.js";
6
+ import { chunk_particle_render_math } from "./chunk_particle_render_math.js";
7
+
8
+ /**
9
+ * The billboard vertex stage, shared by every pass that rasterizes particles: the standalone
10
+ * renderer, and the AVBOIT splat and draw. One instance per particle, six vertices per instance;
11
+ * the instance indexes the slot list, the vertex picks a quad corner, and the corner is expanded
12
+ * per the emitter's projection mode and projected with the camera.
13
+ *
14
+ * The enclosing shader binds `camera` (`CAMERA_UNIFORM_STRUCT`), `pool` and `emitter_database`
15
+ * (`array<u32>`) and `draw_list` (the slot list, `array<u32>`) under those names; this reads them
16
+ * directly, the way `sample_volumetrics` reads its textures. Which list that is, is the caller's
17
+ * choice: the standalone path binds the depth-sorted one because a blended draw needs order, the
18
+ * AVBOIT passes bind the alive list because the volume makes order irrelevant.
19
+ *
20
+ * `view_depth` is the vertex's own view-space depth, interpolated across the quad — the depth the
21
+ * AVBOIT passes place the fragment at.
22
+ *
23
+ * @type {CodeChunk}
24
+ */
25
+ export const chunk_particle_billboard_vertex = CodeChunk.from(
26
+ /* language=wgsl */ `
27
+ const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
28
+ const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
29
+ const PARTICLE_ATTRIBUTE_ABSENT : u32 = ${EMITTER_ATTRIBUTE_ABSENT}u;
30
+
31
+ struct ParticleVertexOut {
32
+ @builtin(position) clip : vec4<f32>,
33
+ @location(0) uv : vec2<f32>,
34
+ @location(1) color : vec4<f32>,
35
+ @location(2) world_position : vec3<f32>,
36
+ @location(3) normal : vec3<f32>,
37
+ @location(4) view_depth : f32,
38
+ @location(5) @interpolate(flat) flags : u32,
39
+ @location(6) @interpolate(flat) blend : u32,
40
+ }
41
+
42
+ fn particle_read_vec(base : u32, offset : u32, count : u32) -> vec4<f32> {
43
+ var v = vec4<f32>(0.0);
44
+ if (count > 0u) { v.x = bitcast<f32>(pool[base + offset]); }
45
+ if (count > 1u) { v.y = bitcast<f32>(pool[base + offset + 1u]); }
46
+ if (count > 2u) { v.z = bitcast<f32>(pool[base + offset + 2u]); }
47
+ if (count > 3u) { v.w = bitcast<f32>(pool[base + offset + 3u]); }
48
+ return v;
49
+ }
50
+
51
+ fn particle_billboard_vertex(vi : u32, ii : u32) -> ParticleVertexOut {
52
+ var corners = array<vec2<f32>, 6>(
53
+ vec2<f32>(-1.0, -1.0), vec2<f32>(1.0, -1.0), vec2<f32>(1.0, 1.0),
54
+ vec2<f32>(-1.0, -1.0), vec2<f32>(1.0, 1.0), vec2<f32>(-1.0, 1.0),
55
+ );
56
+ let corner = corners[vi];
57
+
58
+ let slot = draw_list[ii];
59
+ let base = slot * PARTICLE_RECORD_WORDS;
60
+ let emitter_index = particle_header_emitter(pool[base + PARTICLE_HEADER_EMITTER]);
61
+ let em = particle_emitter_read(&emitter_database, emitter_index);
62
+
63
+ var world_center = vec3<f32>(0.0);
64
+ if (em.render_position != PARTICLE_ATTRIBUTE_ABSENT) { world_center = particle_read_vec(base, em.render_position, 3u).xyz; }
65
+ var size = 1.0;
66
+ if (em.render_size != PARTICLE_ATTRIBUTE_ABSENT) { size = bitcast<f32>(pool[base + em.render_size]); }
67
+ var color = vec4<f32>(1.0);
68
+ if (em.render_color != PARTICLE_ATTRIBUTE_ABSENT) { color = particle_read_vec(base, em.render_color, 4u); }
69
+ var rotation = 0.0;
70
+ if (em.render_rotation != PARTICLE_ATTRIBUTE_ABSENT) { rotation = bitcast<f32>(pool[base + em.render_rotation]); }
71
+ var frame = 0.0;
72
+ if (em.render_frame != PARTICLE_ATTRIBUTE_ABSENT) { frame = bitcast<f32>(pool[base + em.render_frame]); }
73
+ var velocity = vec3<f32>(0.0);
74
+ if (em.render_velocity != PARTICLE_ATTRIBUTE_ABSENT) { velocity = particle_read_vec(base, em.render_velocity, 3u).xyz; }
75
+
76
+ let cam_right = camera.transform[0].xyz;
77
+ let cam_up = camera.transform[1].xyz;
78
+ let cam_forward = -camera.transform[2].xyz;
79
+
80
+ let offset = particle_billboard_offset(corner, size, rotation, cam_right, cam_up, cam_forward, velocity, particle_emitter_projection(em.flags));
81
+ let world = world_center + offset;
82
+
83
+ var out : ParticleVertexOut;
84
+ out.clip = camera.view_projection_matrix * vec4<f32>(world, 1.0);
85
+ out.uv = particle_atlas_uv(corner * 0.5 + vec2<f32>(0.5), em.atlas_region, em.flipbook, frame);
86
+ out.color = color;
87
+ out.world_position = world;
88
+ out.normal = -cam_forward;
89
+ out.view_depth = -(camera.view_matrix * vec4<f32>(world, 1.0)).z;
90
+ out.flags = em.flags;
91
+ out.blend = particle_emitter_blend(em.flags);
92
+ return out;
93
+ }
94
+ `, [chunk_particle_emitter, chunk_particle_header, chunk_particle_render_math]);
@@ -10,8 +10,7 @@
10
10
  *
11
11
  * The simulate shader that includes this chunk must also bind `particle_curve_database :
12
12
  * array<u32>` to `GPUAnimationManager.database.buffer` (in place of the no-op
13
- * {@link ./chunk_particle_context.js#chunk_particle_curve_disabled} provider used when no effect
14
- * uses curves).
13
+ * {@link ./chunk_particle_curve_disabled.js} provider used when no effect uses curves).
15
14
  *
16
15
  * @type {CodeChunk}
17
16
  */
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_particle_curve_animation.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_curve_animation.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;;GAgBG;AACH,6CAFU,SAAS,CAS0C;0BA5BnC,oCAAoC"}
1
+ {"version":3,"file":"chunk_particle_curve_animation.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_curve_animation.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;GAeG;AACH,6CAFU,SAAS,CAS0C;0BA3BnC,oCAAoC"}
@@ -16,8 +16,7 @@ const CURVE_TABLE = ANIMATION_DATABASE_SPEC.get("animation_curves");
16
16
  *
17
17
  * The simulate shader that includes this chunk must also bind `particle_curve_database :
18
18
  * array<u32>` to `GPUAnimationManager.database.buffer` (in place of the no-op
19
- * {@link ./chunk_particle_context.js#chunk_particle_curve_disabled} provider used when no effect
20
- * uses curves).
19
+ * {@link ./chunk_particle_curve_disabled.js} provider used when no effect uses curves).
21
20
  *
22
21
  * @type {CodeChunk}
23
22
  */
@@ -0,0 +1,11 @@
1
+ /**
2
+ * Default curve provider: no curves bound, `CURVE` opcodes evaluate to 0. The production feature
3
+ * swaps this for an animation-database-backed provider
4
+ * ({@link ./chunk_particle_curve_animation.js}). Kept separate so an effect that uses no curves
5
+ * compiles without any animation bindings.
6
+ *
7
+ * @type {CodeChunk}
8
+ */
9
+ export const chunk_particle_curve_disabled: CodeChunk;
10
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
11
+ //# sourceMappingURL=chunk_particle_curve_disabled.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_particle_curve_disabled.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_curve_disabled.js"],"names":[],"mappings":"AAEA;;;;;;;GAOG;AACH,4CAFU,SAAS,CAIhB;0BAZuB,oCAAoC"}
@@ -0,0 +1,13 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * Default curve provider: no curves bound, `CURVE` opcodes evaluate to 0. The production feature
5
+ * swaps this for an animation-database-backed provider
6
+ * ({@link ./chunk_particle_curve_animation.js}). Kept separate so an effect that uses no curves
7
+ * compiles without any animation bindings.
8
+ *
9
+ * @type {CodeChunk}
10
+ */
11
+ export const chunk_particle_curve_disabled = CodeChunk.from(/* wgsl */ `
12
+ fn particle_vm_sample_curve(handle : u32, t : f32) -> f32 { return 0.0; }
13
+ `);
@@ -0,0 +1,28 @@
1
+ /**
2
+ * What the emit pass does for one particle born this frame — which emitter it belongs to, and what
3
+ * its record holds once it exists.
4
+ *
5
+ * Shared by {@link ./shader_particle_emit.js} and {@link ./shader_particle_emit_wide.js} for the
6
+ * same reason {@link ./chunk_particle_simulate_step.js} is shared: two register backings, one
7
+ * meaning, and the difference between the shaders is how they get an index and nothing else.
8
+ *
9
+ * ## What stays in the entry points
10
+ *
11
+ * Both atomic sections: popping a free slot off the dead-list stack, and appending the newborn to
12
+ * the alive list. They bracket `particle_emit_one` rather than living inside it, because the pop
13
+ * has to fail before any record is touched, and because an atomic array behind a pointer parameter
14
+ * is a shape nothing else in the engine uses.
15
+ *
16
+ * The pop is the delicate one, and its guard must catch WRAPPED values rather than just zero. When
17
+ * many threads race an empty stack, the first over-pop wraps the counter to `0xFFFFFFFF` before its
18
+ * undo lands, and a concurrent thread then observes a huge old value. Checking only `== 0` would let
19
+ * it index `dead[old - 1]` with garbage and hand out a bogus slot, corrupting a live record. The
20
+ * dead count can never legitimately exceed the pool capacity, so `> capacity` identifies every
21
+ * wrapped state; each thread that subtracted also adds back exactly once, so the counter converges
22
+ * to 0. Both entry points spell that out; this paragraph is where it is explained.
23
+ *
24
+ * @type {CodeChunk}
25
+ */
26
+ export const chunk_particle_emit_step: CodeChunk;
27
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
28
+ //# sourceMappingURL=chunk_particle_emit_step.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_particle_emit_step.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_emit_step.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,uCAFU,SAAS,CAoGhB;0BAvIuB,oCAAoC"}
@@ -0,0 +1,136 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { chunk_lower_bound_branchless } from "../../shader/chunk/math/chunk_lower_bound_branchless.js";
3
+ import {
4
+ PARTICLE_RECORD_HEADER_EMITTER,
5
+ PARTICLE_RECORD_USER_WORD_START,
6
+ PARTICLE_RECORD_WORD_COUNT,
7
+ PARTICLE_VM_INSTRUCTION_WORDS,
8
+ } from "../ParticleConstants.js";
9
+ import { chunk_particle_header } from "../data/particle_header.js";
10
+ import { chunk_particle_emitter_age } from "./chunk_particle_emitter_age.js";
11
+ import { chunk_particle_setup_context } from "./chunk_particle_setup_context.js";
12
+
13
+ /**
14
+ * What the emit pass does for one particle born this frame — which emitter it belongs to, and what
15
+ * its record holds once it exists.
16
+ *
17
+ * Shared by {@link ./shader_particle_emit.js} and {@link ./shader_particle_emit_wide.js} for the
18
+ * same reason {@link ./chunk_particle_simulate_step.js} is shared: two register backings, one
19
+ * meaning, and the difference between the shaders is how they get an index and nothing else.
20
+ *
21
+ * ## What stays in the entry points
22
+ *
23
+ * Both atomic sections: popping a free slot off the dead-list stack, and appending the newborn to
24
+ * the alive list. They bracket `particle_emit_one` rather than living inside it, because the pop
25
+ * has to fail before any record is touched, and because an atomic array behind a pointer parameter
26
+ * is a shape nothing else in the engine uses.
27
+ *
28
+ * The pop is the delicate one, and its guard must catch WRAPPED values rather than just zero. When
29
+ * many threads race an empty stack, the first over-pop wraps the counter to `0xFFFFFFFF` before its
30
+ * undo lands, and a concurrent thread then observes a huge old value. Checking only `== 0` would let
31
+ * it index `dead[old - 1]` with garbage and hand out a bogus slot, corrupting a live record. The
32
+ * dead count can never legitimately exceed the pool capacity, so `> capacity` identifies every
33
+ * wrapped state; each thread that subtracted also adds back exactly once, so the counter converges
34
+ * to 0. Both entry points spell that out; this paragraph is where it is explained.
35
+ *
36
+ * @type {CodeChunk}
37
+ */
38
+ export const chunk_particle_emit_step = CodeChunk.from(/* language=wgsl */ `
39
+ const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
40
+ const PARTICLE_USER_WORD_START : u32 = ${PARTICLE_RECORD_USER_WORD_START}u;
41
+ const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
42
+ const PARTICLE_INSTRUCTION_WORDS : u32 = ${PARTICLE_VM_INSTRUCTION_WORDS}u;
43
+
44
+ // Which emitter newborn i belongs to, and where in that emitter's batch it sits.
45
+ struct ParticleEmitAssignment {
46
+ valid : bool,
47
+ emitter_row : u32,
48
+ // This particle's place in its emitter's batch this frame, n / count — the SPAWN_FRACTION
49
+ // contract, for spreading a batch along a spawn curve.
50
+ spawn_fraction : f32,
51
+ }
52
+
53
+ // Locate newborn i in the prefix scan of the tick pass's per-row spawn counts.
54
+ //
55
+ // The emitter is the first row whose inclusive sum exceeds i; its batch starts at the sum before,
56
+ // which is the exclusive sum. Rows that spawned nothing this frame have equal sums and the search
57
+ // steps over them. That is the meshes-to-meshlets expansion applied to particles: the per-emitter
58
+ // count is unbounded and no thread loops over it.
59
+ fn particle_emit_assignment(
60
+ prefix : ptr<storage, array<u32>>,
61
+ emitter_count : u32,
62
+ i : u32,
63
+ ) -> ParticleEmitAssignment {
64
+ var r : ParticleEmitAssignment;
65
+ r.valid = false;
66
+ r.emitter_row = 0u;
67
+ r.spawn_fraction = 0.0;
68
+
69
+ // The scan's last inclusive sum is the number of particles born this frame. An empty list has
70
+ // no last element to read; it also has no particles.
71
+ if (emitter_count == 0u) { return r; }
72
+ if (i >= (*prefix)[emitter_count - 1u]) { return r; }
73
+
74
+ let emitter_row = lower_bound_branchless(prefix, i + 1u, emitter_count);
75
+ var batch_start = 0u;
76
+ if (emitter_row > 0u) {
77
+ batch_start = (*prefix)[emitter_row - 1u];
78
+ }
79
+ let batch_size = (*prefix)[emitter_row] - batch_start;
80
+
81
+ r.valid = true;
82
+ r.emitter_row = emitter_row;
83
+ r.spawn_fraction = f32(i - batch_start) / f32(batch_size);
84
+
85
+ return r;
86
+ }
87
+
88
+ // Give a freshly popped slot its particle: clear what the last occupant left, stamp the header with
89
+ // the emitter row and its generation, and run that emitter's INIT program over the record. The
90
+ // emitter's position and axes come from its scene node, so a particle born of an emitter riding a
91
+ // bone starts where the bone is this frame.
92
+ fn particle_emit_one(
93
+ scene_database : ptr<storage, array<u32>>,
94
+ emitter_database : ptr<storage, array<u32>>,
95
+ program : ptr<storage, array<u32>>,
96
+ pool : ptr<storage, array<u32>, read_write>,
97
+ emitter_row : u32,
98
+ slot : u32,
99
+ spawn_fraction : f32,
100
+ dt : f32,
101
+ time : f32,
102
+ frame : u32,
103
+ ) {
104
+ let record_base = slot * PARTICLE_RECORD_WORDS;
105
+
106
+ let em = particle_emitter_read(emitter_database, emitter_row);
107
+ let node = scene_read_node(scene_database, em.node);
108
+
109
+ // Clear stale user state from a recycled slot (each write targets a distinct word).
110
+ for (var w = PARTICLE_USER_WORD_START; w < PARTICLE_RECORD_WORDS; w = w + 1u) {
111
+ (*pool)[record_base + w] = 0u;
112
+ }
113
+ (*pool)[record_base + PARTICLE_HEADER_EMITTER] = particle_header_pack(emitter_row, em.generation);
114
+
115
+ particle_vm_reset();
116
+ particle_setup_context(
117
+ em, node, slot,
118
+ dt, time,
119
+ particle_emitter_age(emitter_database, emitter_row),
120
+ spawn_fraction, frame,
121
+ );
122
+ particle_vm_execute(
123
+ program,
124
+ em.init_offset * PARTICLE_INSTRUCTION_WORDS,
125
+ em.init_count,
126
+ em.constant_offset,
127
+ pool,
128
+ record_base,
129
+ );
130
+ }
131
+ `, [
132
+ chunk_particle_setup_context,
133
+ chunk_particle_emitter_age,
134
+ chunk_particle_header,
135
+ chunk_lower_bound_branchless,
136
+ ]);
@@ -0,0 +1,17 @@
1
+ /**
2
+ * The emitter's age, as the tick pass left it this frame.
3
+ *
4
+ * It is the tick pass's running total, read off the `emitter_state` table of the same database the
5
+ * emitter record came from ({@link ../data/PARTICLE_EMITTER_STATE.js}) — one binding for both,
6
+ * through the table's single-field reader, so there is no second copy of the row layout here to
7
+ * drift from the table's.
8
+ *
9
+ * Kept apart from {@link ./chunk_particle_setup_context.js} because the context setup takes the age
10
+ * as a value: a caller that already has it (or that has no emitter-state binding at all) pulls in
11
+ * the setup without pulling in this table read.
12
+ *
13
+ * @type {CodeChunk}
14
+ */
15
+ export const chunk_particle_emitter_age: CodeChunk;
16
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
17
+ //# sourceMappingURL=chunk_particle_emitter_age.d.ts.map