@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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  1016. package/src/shade/renderer/shader/chunk/noise/psrdnoise/chunk_psrdnoise3_permute.d.ts.map +1 -0
  1017. package/src/shade/renderer/shader/chunk/noise/psrdnoise/chunk_psrdnoise3_permute.js +35 -0
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  1019. package/src/shade/renderer/shader/chunk/noise/psrdnoise/chunk_psrdnoise3_skew.d.ts.map +1 -0
  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
  1022. package/src/shade/renderer/shader/chunk/noise/psrdnoise/chunk_psrdnoise3_unskew.d.ts.map +1 -0
  1023. package/src/shade/renderer/shader/chunk/noise/psrdnoise/chunk_psrdnoise3_unskew.js +22 -0
  1024. package/src/shade/renderer/shader/chunk/noise/psrdnoise/chunk_srdnoise2.d.ts +22 -0
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  1036. package/src/shade/renderer/shader/chunk/random/pcg/chunk_pcg.d.ts +7 -0
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  1045. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts.map +1 -1
  1046. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.js +8 -2
  1047. package/src/shade/renderer/shadow/map/PointLightShadowmap.d.ts.map +1 -1
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  1052. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.js +10 -4
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  1054. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.js +7 -2
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  1109. package/src/shade/renderer/particles/runtime/ParticleSpawnScheduler.d.ts +0 -43
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  1112. package/src/shade/renderer/particles/runtime/ProgramArena.js +0 -115
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  1116. package/src/shade/renderer/particles/shaders/chunk_particle_context.d.ts +0 -22
  1117. package/src/shade/renderer/particles/shaders/chunk_particle_context.d.ts.map +0 -1
  1118. package/src/shade/renderer/particles/shaders/chunk_particle_context.js +0 -58
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_particle_emitter_age.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_emitter_age.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;GAaG;AACH,yCAFU,SAAS,CAM6C;0BArBtC,oCAAoC"}
@@ -0,0 +1,22 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { PARTICLE_EMITTER_STATE_DESCRIPTOR } from "../data/PARTICLE_DATABASE_SPEC.js";
3
+
4
+ /**
5
+ * The emitter's age, as the tick pass left it this frame.
6
+ *
7
+ * It is the tick pass's running total, read off the `emitter_state` table of the same database the
8
+ * emitter record came from ({@link ../data/PARTICLE_EMITTER_STATE.js}) — one binding for both,
9
+ * through the table's single-field reader, so there is no second copy of the row layout here to
10
+ * drift from the table's.
11
+ *
12
+ * Kept apart from {@link ./chunk_particle_setup_context.js} because the context setup takes the age
13
+ * as a value: a caller that already has it (or that has no emitter-state binding at all) pulls in
14
+ * the setup without pulling in this table read.
15
+ *
16
+ * @type {CodeChunk}
17
+ */
18
+ export const chunk_particle_emitter_age = CodeChunk.from(/* wgsl */ `
19
+ fn particle_emitter_age(database : ptr<storage, array<u32>>, emitter_row : u32) -> f32 {
20
+ return ${PARTICLE_EMITTER_STATE_DESCRIPTOR.marshalling_method_read_field('age')}(database, emitter_row);
21
+ }
22
+ `, [PARTICLE_EMITTER_STATE_DESCRIPTOR.chunk_read_field('age')]);
@@ -0,0 +1,14 @@
1
+ /**
2
+ * An emitter's bounds sphere in world space: the centre through the node's matrix, the radius
3
+ * scaled by the largest axis scale the matrix carries.
4
+ *
5
+ * The axes are read as transformed unit vectors rather than as matrix columns — the same numbers,
6
+ * in a form the WGSL emulator also evaluates. Shared by the tick pass (frustum culling of spawning)
7
+ * and the AVBOIT occupancy pass (which depth slices the emitter's particles can reach), so both
8
+ * test the same sphere.
9
+ *
10
+ * @type {CodeChunk}
11
+ */
12
+ export const chunk_particle_emitter_world_sphere: CodeChunk;
13
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
14
+ //# sourceMappingURL=chunk_particle_emitter_world_sphere.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_particle_emitter_world_sphere.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_emitter_world_sphere.js"],"names":[],"mappings":"AAGA;;;;;;;;;;GAUG;AACH,kDAFU,SAAS,CAUU;0BAtBH,oCAAoC"}
@@ -0,0 +1,23 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { chunk_particle_emitter } from "../data/chunk_particle_emitter.js";
3
+
4
+ /**
5
+ * An emitter's bounds sphere in world space: the centre through the node's matrix, the radius
6
+ * scaled by the largest axis scale the matrix carries.
7
+ *
8
+ * The axes are read as transformed unit vectors rather than as matrix columns — the same numbers,
9
+ * in a form the WGSL emulator also evaluates. Shared by the tick pass (frustum culling of spawning)
10
+ * and the AVBOIT occupancy pass (which depth slices the emitter's particles can reach), so both
11
+ * test the same sphere.
12
+ *
13
+ * @type {CodeChunk}
14
+ */
15
+ export const chunk_particle_emitter_world_sphere = CodeChunk.from(/* language=wgsl */ `
16
+ fn particle_emitter_world_sphere(em : ParticleEmitter, transform : mat4x4<f32>) -> vec4<f32> {
17
+ let center = (transform * vec4<f32>(em.bounds_center, 1.0)).xyz;
18
+ let sx = length((transform * vec4<f32>(1.0, 0.0, 0.0, 0.0)).xyz);
19
+ let sy = length((transform * vec4<f32>(0.0, 1.0, 0.0, 0.0)).xyz);
20
+ let sz = length((transform * vec4<f32>(0.0, 0.0, 1.0, 0.0)).xyz);
21
+ return vec4<f32>(center, em.bounds_radius * max(sx, max(sy, sz)));
22
+ }
23
+ `, [chunk_particle_emitter]);
@@ -1,5 +1,5 @@
1
1
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
- import { EMITTER_BLEND, EMITTER_PROJECTION } from "../data/PARTICLE_EMITTER_LAYOUT.js";
2
+ import { EMITTER_BLEND, EMITTER_PROJECTION } from "../data/PARTICLE_EMITTER_STRUCT.js";
3
3
 
4
4
  /**
5
5
  * Pure render-math helpers for the billboard renderer, kept separate so they can be unit-tested in
@@ -0,0 +1,18 @@
1
+ /**
2
+ * The opaque scene's view-space depth behind a particle fragment, for the soft fade.
3
+ *
4
+ * The linearization is the engine's own (`get_view_space_depth`); what this adds is the reverse-Z
5
+ * background case. A device depth at or below zero is the cleared far plane — nothing opaque was
6
+ * drawn on that pixel — and dividing by it would put the scene *in front of* the particle and fade
7
+ * it out against empty space. Far away is the honest answer, so the fade returns 1 there.
8
+ *
9
+ * Shared by the AVBOIT splat and the AVBOIT draw so that the coverage the volume records and the
10
+ * coverage the accumulators are weighted by are the same number. They were not, before: the draw
11
+ * faded and the splat did not, so a card fading out where it met the floor still wrote full
12
+ * extinction there and darkened the floor through itself along the seam it exists to remove.
13
+ *
14
+ * @type {CodeChunk}
15
+ */
16
+ export const chunk_particle_scene_view_depth: CodeChunk;
17
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
18
+ //# sourceMappingURL=chunk_particle_scene_view_depth.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_particle_scene_view_depth.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_scene_view_depth.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;GAcG;AACH,8CAFU,SAAS,CAMc;0BArBP,oCAAoC"}
@@ -0,0 +1,24 @@
1
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
2
+ import { chunk_get_view_space_depth } from "../../shader/chunk/depth/chunk_get_view_space_depth.js";
3
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
4
+
5
+ /**
6
+ * The opaque scene's view-space depth behind a particle fragment, for the soft fade.
7
+ *
8
+ * The linearization is the engine's own (`get_view_space_depth`); what this adds is the reverse-Z
9
+ * background case. A device depth at or below zero is the cleared far plane — nothing opaque was
10
+ * drawn on that pixel — and dividing by it would put the scene *in front of* the particle and fade
11
+ * it out against empty space. Far away is the honest answer, so the fade returns 1 there.
12
+ *
13
+ * Shared by the AVBOIT splat and the AVBOIT draw so that the coverage the volume records and the
14
+ * coverage the accumulators are weighted by are the same number. They were not, before: the draw
15
+ * faded and the splat did not, so a card fading out where it met the floor still wrote full
16
+ * extinction there and darkened the floor through itself along the seam it exists to remove.
17
+ *
18
+ * @type {CodeChunk}
19
+ */
20
+ export const chunk_particle_scene_view_depth = CodeChunk.from(/* language=wgsl */ `
21
+ fn particle_scene_view_depth(device_depth : f32, camera : ${CAMERA_UNIFORM_STRUCT.wgsl_ref}) -> f32 {
22
+ return select(get_view_space_depth(device_depth, camera), 1e9, device_depth <= 0.0);
23
+ }
24
+ `, [chunk_get_view_space_depth]);
@@ -0,0 +1,26 @@
1
+ /**
2
+ * Populates the VM's builtin context and seeds its RNG for one particle before a program section
3
+ * runs.
4
+ *
5
+ * The emitter's world position / direction / up come from its scene node — the `global` of its row
6
+ * in the scene database's `transforms` table, which the GPU hierarchy pass composed this frame from
7
+ * the node's own transform and its parents'. An emitter parented to an animated joint therefore
8
+ * spawns and simulates where the joint is *now*, with nothing copied through the CPU: the joint's
9
+ * pose was written by the animation passes and composed by the hierarchy pass, and this reads the
10
+ * result. The caller fetches the node with `scene_read_node(&scene_database, em.node)`, and the age
11
+ * with {@link ./chunk_particle_emitter_age.js}.
12
+ *
13
+ * The RNG seed is `hash_lowbias32_vec3u` over (emitter seed, slot, frame) — the engine's house
14
+ * hash, not a private one. It only has to be well mixed, since `random()` does the real work from
15
+ * here, and `rnd_state` feeds a PCG whose LCG step has a nonzero increment, so no seed value
16
+ * (zero included) is degenerate.
17
+ *
18
+ * Depends on {@link chunk_particle_vm} (owns `vm_ctx`, and pulls in the shared `rnd_state`),
19
+ * {@link chunk_particle_emitter} (the `ParticleEmitter` struct) and
20
+ * {@link chunk_scene_database_access} (the node struct + reader).
21
+ *
22
+ * @type {CodeChunk}
23
+ */
24
+ export const chunk_particle_setup_context: CodeChunk;
25
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
26
+ //# sourceMappingURL=chunk_particle_setup_context.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_particle_setup_context.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_setup_context.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,2CAFU,SAAS,CA8BhB;0BA1DuB,oCAAoC"}
@@ -0,0 +1,59 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { chunk_hash_lowbias32_vec3u } from "../../shader/chunk/random/lowbias/chunk_hash_lowbias32_vec3u.js";
3
+ import { NODE3D_STRUCT } from "../../scene/NODE3D_STRUCT.js";
4
+ import { chunk_scene_database_access } from "../../scene/chunk_scene_database_access.js";
5
+ import { chunk_particle_emitter } from "../data/chunk_particle_emitter.js";
6
+ import { chunk_particle_vm } from "../vm/chunk_particle_vm.js";
7
+
8
+ /**
9
+ * Populates the VM's builtin context and seeds its RNG for one particle before a program section
10
+ * runs.
11
+ *
12
+ * The emitter's world position / direction / up come from its scene node — the `global` of its row
13
+ * in the scene database's `transforms` table, which the GPU hierarchy pass composed this frame from
14
+ * the node's own transform and its parents'. An emitter parented to an animated joint therefore
15
+ * spawns and simulates where the joint is *now*, with nothing copied through the CPU: the joint's
16
+ * pose was written by the animation passes and composed by the hierarchy pass, and this reads the
17
+ * result. The caller fetches the node with `scene_read_node(&scene_database, em.node)`, and the age
18
+ * with {@link ./chunk_particle_emitter_age.js}.
19
+ *
20
+ * The RNG seed is `hash_lowbias32_vec3u` over (emitter seed, slot, frame) — the engine's house
21
+ * hash, not a private one. It only has to be well mixed, since `random()` does the real work from
22
+ * here, and `rnd_state` feeds a PCG whose LCG step has a nonzero increment, so no seed value
23
+ * (zero included) is degenerate.
24
+ *
25
+ * Depends on {@link chunk_particle_vm} (owns `vm_ctx`, and pulls in the shared `rnd_state`),
26
+ * {@link chunk_particle_emitter} (the `ParticleEmitter` struct) and
27
+ * {@link chunk_scene_database_access} (the node struct + reader).
28
+ *
29
+ * @type {CodeChunk}
30
+ */
31
+ export const chunk_particle_setup_context = CodeChunk.from(/* wgsl */ `
32
+ fn particle_setup_context(
33
+ em : ParticleEmitter,
34
+ node : ${NODE3D_STRUCT.wgsl_ref},
35
+ slot : u32,
36
+ dt : f32,
37
+ time : f32,
38
+ emitter_age : f32,
39
+ spawn_fraction : f32,
40
+ frame : u32,
41
+ ) {
42
+ let transform = node.global;
43
+
44
+ vm_ctx.delta_time = dt;
45
+ vm_ctx.time = time;
46
+ vm_ctx.emitter_age = emitter_age;
47
+ vm_ctx.spawn_fraction = spawn_fraction;
48
+ vm_ctx.particle_index = f32(slot);
49
+ vm_ctx.emitter_position = (transform * vec4<f32>(0.0, 0.0, 0.0, 1.0)).xyz;
50
+ vm_ctx.emitter_direction = normalize((transform * vec4<f32>(0.0, 0.0, -1.0, 0.0)).xyz);
51
+ vm_ctx.emitter_up = normalize((transform * vec4<f32>(0.0, 1.0, 0.0, 0.0)).xyz);
52
+ rnd_state = hash_lowbias32_vec3u(vec3<u32>(em.seed, slot, frame));
53
+ }
54
+ `, [
55
+ chunk_particle_vm,
56
+ chunk_particle_emitter,
57
+ chunk_scene_database_access,
58
+ chunk_hash_lowbias32_vec3u,
59
+ ]);
@@ -0,0 +1,35 @@
1
+ /**
2
+ * What the simulate pass does to one particle — everything between reading its slot out of the
3
+ * coherence list and deciding whether it lives.
4
+ *
5
+ * It is a chunk rather than the body of a shader because there are two simulate shaders and only one
6
+ * simulation. {@link ./shader_particle_simulate.js} runs one invocation per particle over the fast
7
+ * register file; {@link ./shader_particle_simulate_wide.js} runs a bounded launch with a grid-stride
8
+ * loop over the wide one. They differ in how they get an index and in nothing else, and everything
9
+ * that is not "how do I get an index" lives here so it cannot drift between them.
10
+ *
11
+ * ## What stays in the entry points
12
+ *
13
+ * The compaction atomics. `particle_simulate_one` returns a verdict and the caller acts on it, so
14
+ * the two `atomicAdd`s and the list appends sit in `main` where the dispatch shape can be seen next
15
+ * to them. That is also why this chunk takes no pointer to `counters`: an atomic array behind a
16
+ * pointer parameter is a shape nothing else in the engine uses, and the seam is not worth being the
17
+ * first.
18
+ *
19
+ * ## The padding verdict is a verdict, not an early exit
20
+ *
21
+ * A lane the coherence pass padded a bucket out with returns {@link PARTICLE_SIM_SKIP}, and the
22
+ * caller then does nothing at all with it. Getting this wrong is not subtle in its consequences:
23
+ * appending a padding lane would put {@link PARTICLE_SIM_PAD_SLOT} — `0xffffffff` — on the alive
24
+ * list or the free list, and a later emit would take it off the free list and use it as a record
25
+ * base.
26
+ *
27
+ * Returning early from this function leaves the lane inactive for the rest of it, which is exactly
28
+ * what the wave-uniform read below needs, and is the same active set the old inline early-`return`
29
+ * produced.
30
+ *
31
+ * @type {CodeChunk}
32
+ */
33
+ export const chunk_particle_simulate_step: CodeChunk;
34
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
35
+ //# sourceMappingURL=chunk_particle_simulate_step.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_particle_simulate_step.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_simulate_step.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,2CAFU,SAAS,CA2FhB;0BApIuB,oCAAoC"}
@@ -0,0 +1,133 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import {
3
+ PARTICLE_RECORD_HEADER_EMITTER,
4
+ PARTICLE_RECORD_WORD_COUNT,
5
+ PARTICLE_SIM_PAD_SLOT,
6
+ PARTICLE_VM_INSTRUCTION_WORDS,
7
+ } from "../ParticleConstants.js";
8
+ import { chunk_particle_header } from "../data/particle_header.js";
9
+ import { chunk_particle_emitter_age } from "./chunk_particle_emitter_age.js";
10
+ import { chunk_particle_setup_context } from "./chunk_particle_setup_context.js";
11
+
12
+ /**
13
+ * What the simulate pass does to one particle — everything between reading its slot out of the
14
+ * coherence list and deciding whether it lives.
15
+ *
16
+ * It is a chunk rather than the body of a shader because there are two simulate shaders and only one
17
+ * simulation. {@link ./shader_particle_simulate.js} runs one invocation per particle over the fast
18
+ * register file; {@link ./shader_particle_simulate_wide.js} runs a bounded launch with a grid-stride
19
+ * loop over the wide one. They differ in how they get an index and in nothing else, and everything
20
+ * that is not "how do I get an index" lives here so it cannot drift between them.
21
+ *
22
+ * ## What stays in the entry points
23
+ *
24
+ * The compaction atomics. `particle_simulate_one` returns a verdict and the caller acts on it, so
25
+ * the two `atomicAdd`s and the list appends sit in `main` where the dispatch shape can be seen next
26
+ * to them. That is also why this chunk takes no pointer to `counters`: an atomic array behind a
27
+ * pointer parameter is a shape nothing else in the engine uses, and the seam is not worth being the
28
+ * first.
29
+ *
30
+ * ## The padding verdict is a verdict, not an early exit
31
+ *
32
+ * A lane the coherence pass padded a bucket out with returns {@link PARTICLE_SIM_SKIP}, and the
33
+ * caller then does nothing at all with it. Getting this wrong is not subtle in its consequences:
34
+ * appending a padding lane would put {@link PARTICLE_SIM_PAD_SLOT} — `0xffffffff` — on the alive
35
+ * list or the free list, and a later emit would take it off the free list and use it as a record
36
+ * base.
37
+ *
38
+ * Returning early from this function leaves the lane inactive for the rest of it, which is exactly
39
+ * what the wave-uniform read below needs, and is the same active set the old inline early-`return`
40
+ * produced.
41
+ *
42
+ * @type {CodeChunk}
43
+ */
44
+ export const chunk_particle_simulate_step = CodeChunk.from(/* language=wgsl */ `
45
+ const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
46
+ const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
47
+ const PARTICLE_INSTRUCTION_WORDS : u32 = ${PARTICLE_VM_INSTRUCTION_WORDS}u;
48
+ const PARTICLE_SIM_PAD_SLOT : u32 = ${PARTICLE_SIM_PAD_SLOT}u;
49
+
50
+ // Verdicts particle_simulate_one returns. SKIP is a lane that never held a particle.
51
+ const PARTICLE_SIM_SKIP : u32 = 0u;
52
+ const PARTICLE_SIM_ALIVE : u32 = 1u;
53
+ const PARTICLE_SIM_KILLED : u32 = 2u;
54
+
55
+ // The value the wave's first live lane holds, in every lane.
56
+ //
57
+ // Everything that reaches the interpreter in one wave belongs to one bucket of sim_list: the
58
+ // coherence pass grouped the list by program and padded each group to a whole workgroup, and the
59
+ // padding and orphan lanes have left by the time a program runs. So the three numbers that pick a
60
+ // section are the same in every lane. The compiler cannot see that — they come out of a table row
61
+ // found through a per-lane header, which is as divergent as a value gets — and reading them from
62
+ // the first lane is what tells it. The rest follows on its own: the instruction words are then
63
+ // fetched through the scalar unit, the opcode switch branches on a scalar, and the fast register
64
+ // file is indexed through M0 directly instead of through a waterfall loop over the lanes' indices.
65
+ // (The wide file is indexed per-lane whatever happens, and keeps the other two.) Emit keeps its
66
+ // per-lane decode, because its waves span emitters.
67
+ //
68
+ // The grid-stride caller preserves this: its stride is a whole number of workgroups, so an
69
+ // iteration covers a workgroup-aligned span of the list and a wave still sees one bucket.
70
+ //
71
+ // The uniformity diagnostic is off because the call sits behind per-lane early returns. That is the
72
+ // situation the builtin is defined for — it reads the first ACTIVE lane — and the one WGSL's
73
+ // analysis over-approximates.
74
+ @diagnostic(off, subgroup_uniformity)
75
+ fn particle_wave_uniform(value : u32) -> u32 {
76
+ return subgroupBroadcastFirst(value);
77
+ }
78
+
79
+ // Run one particle's UPDATE program and say what became of it. Everything the caller then has to do
80
+ // is atomic.
81
+ fn particle_simulate_one(
82
+ scene_database : ptr<storage, array<u32>>,
83
+ emitter_database : ptr<storage, array<u32>>,
84
+ program : ptr<storage, array<u32>>,
85
+ pool : ptr<storage, array<u32>, read_write>,
86
+ slot : u32,
87
+ dt : f32,
88
+ time : f32,
89
+ frame : u32,
90
+ ) -> u32 {
91
+ // A lane the coherence pass padded the bucket out with. It owns no slot, so it has no verdict
92
+ // and the caller must not book one for it. Padding only ever appears in the tail of a bucket, so
93
+ // every real lane in this wave still belongs to the one bucket, and the switch the survivors
94
+ // execute is uniform regardless.
95
+ if (slot == PARTICLE_SIM_PAD_SLOT) { return PARTICLE_SIM_SKIP; }
96
+
97
+ let record_base = slot * PARTICLE_RECORD_WORDS;
98
+ let header = (*pool)[record_base + PARTICLE_HEADER_EMITTER];
99
+ let emitter_index = particle_header_emitter(header);
100
+
101
+ let em = particle_emitter_read(emitter_database, emitter_index);
102
+
103
+ // An orphan: its emitter is gone and the row is free or somebody else's. Freed without running
104
+ // a program — there is no program of its own left to run.
105
+ if (particle_header_generation(header) != em.generation) { return PARTICLE_SIM_KILLED; }
106
+
107
+ let node = scene_read_node(scene_database, em.node);
108
+
109
+ particle_vm_reset();
110
+ particle_setup_context(
111
+ em, node, slot,
112
+ dt, time,
113
+ particle_emitter_age(emitter_database, emitter_index),
114
+ 0.0, frame,
115
+ );
116
+ particle_vm_execute(
117
+ program,
118
+ particle_wave_uniform(em.update_offset) * PARTICLE_INSTRUCTION_WORDS,
119
+ particle_wave_uniform(em.update_count),
120
+ particle_wave_uniform(em.constant_offset),
121
+ pool,
122
+ record_base,
123
+ );
124
+
125
+ if (vm_killed) { return PARTICLE_SIM_KILLED; }
126
+
127
+ return PARTICLE_SIM_ALIVE;
128
+ }
129
+ `, [
130
+ chunk_particle_setup_context,
131
+ chunk_particle_emitter_age,
132
+ chunk_particle_header,
133
+ ]);
@@ -0,0 +1,14 @@
1
+ /**
2
+ * The draw pipeline: the four additive accumulators, reverse-Z depth test against the scene, no
3
+ * depth write.
4
+ * @type {RenderPipelineDescriptor}
5
+ */
6
+ export const PARTICLE_AVBOIT_DRAW_PIPELINE: RenderPipelineDescriptor;
7
+ /** The draw shader's resource set, for building its bind group. */
8
+ export const PARTICLE_AVBOIT_DRAW_RESOURCES: ShaderResourceSetDescriptor;
9
+ /** The assembled shader, for the validity tier. */
10
+ export const shader_particle_avboit_draw: ShaderDescriptor;
11
+ import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
12
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
13
+ import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
14
+ //# sourceMappingURL=shader_particle_avboit_draw.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_particle_avboit_draw.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_avboit_draw.js"],"names":[],"mappings":"AAkIA;;;;GAIG;AACH,4CAFU,wBAAwB,CAa/B;AAEH,mEAAmE;AACnE,yEAAwD;AAExD,mDAAmD;AACnD,2DAAsD;yCAxJb,iEAAiE;4CAW9D,sDAAsD;iCAFjE,kCAAkC"}
@@ -0,0 +1,153 @@
1
+ import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
+ import { DepthStencilState } from "../../../descriptor/pipeline/render/DepthStencilState.js";
3
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
4
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
5
+ import { chunk_sample_volumetrics } from "../../deferred/chunk_sample_volumetrics.js";
6
+ import { AVBOIT_EXTINCT_TRANSMITTANCE } from "../../rasterize/native/avboit/AVBOIT_CONSTANTS.js";
7
+ import { AVBOIT_WARP_STRUCT } from "../../rasterize/native/avboit/AVBOIT_WARP_STRUCT.js";
8
+ import { AVBOIT_DRAW_TARGETS } from "../../rasterize/native/avboit/avboit_draw_fragment_body.js";
9
+ import { chunk_avboit_sample_transmittance } from "../../rasterize/native/avboit/chunk_avboit_sample_transmittance.js";
10
+ import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
11
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
12
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
13
+ import { SAMPLER_LINEAR_UPSCALE } from "../../texture/SAMPLER_LINEAR_UPSCALE.js";
14
+ import { VIEW_UNIFORM_STRUCT } from "../../view/VIEW_UNIFORM_STRUCT.js";
15
+ import { VOLUMETRICS_METADATA_STRUCT } from "../../volumetrics/VOLUMETRICS_METADATA_STRUCT.js";
16
+ import { EMITTER_FLAG } from "../data/PARTICLE_EMITTER_STRUCT.js";
17
+ import { PARTICLE_SOFT_FADE_RANGE } from "../ParticleConstants.js";
18
+ import { chunk_particle_avboit_contribution } from "./chunk_particle_avboit_contribution.js";
19
+ import { chunk_particle_scene_view_depth } from "./chunk_particle_scene_view_depth.js";
20
+ import { chunk_particle_billboard_vertex } from "./chunk_particle_billboard_vertex.js";
21
+ import { chunk_particle_lighting_unlit } from "./chunk_particle_lighting.js";
22
+
23
+ /**
24
+ * The particles' AVBOIT draw: the billboard quads at internal resolution, depth-tested against the
25
+ * opaque scene, into the four accumulators the transparent meshes draw into
26
+ * (`avboit_draw_fragment_body`). The particle counterpart of `shader_avboit_draw_ibl`.
27
+ *
28
+ * Per fragment: the atlas sample times the particle colour, the soft-depth fade against the scene
29
+ * depth and the lighting hook exactly as the standalone renderer applies them, the volumetric fog
30
+ * composite exactly as the mesh draw applies it, then the transmittance of everything in front from
31
+ * the integral texture — and a fragment the volume already calls extinct is discarded unshaded.
32
+ *
33
+ * What is written depends on how the particle blends:
34
+ *
35
+ * - **alpha / premultiplied** — a surface: `color += premultiplied × T`, `norm += coverage × T`,
36
+ * `extinction += -log(1 - coverage)`, the same three the meshes write, with an untinted
37
+ * `T_self = 1 - coverage`; the splat recorded exactly that.
38
+ * - **additive** — light: `emission += premultiplied × T`, nothing else. It joins the resolve
39
+ * attenuated by what is in front of it and outside the coverage normalization, which is what an
40
+ * additive fragment means.
41
+ *
42
+ * The scene depth is bound twice: as the read-only depth attachment the pipeline tests against, and
43
+ * as the texture the soft fade reads. Both are reads, which WebGPU allows within one pass; the pass
44
+ * is recorded with the attachment read-only for that reason.
45
+ */
46
+
47
+ const resources = new ShaderResourceSetDescriptor();
48
+
49
+ resources.createGroup()
50
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
51
+ .addUniform("view", VIEW_UNIFORM_STRUCT)
52
+ .addStorageBuffer("warp", AVBOIT_WARP_STRUCT)
53
+ .addStorageBuffer("pool", WebGPUArray.u32, false)
54
+ .addStorageBuffer("draw_list", WebGPUArray.u32, false)
55
+ .addStorageBuffer("emitter_database", WebGPUArray.u32, false)
56
+ .addTexture("atlas", "float")
57
+ .addSampler("atlas_sampler", "filtering")
58
+ .addTexture("scene_depth", "unfilterable-float")
59
+ // sampled through sLinear: linear, clamped on every axis, which is what the integral needs
60
+ .addTexture("tIntegral", "float", "3d")
61
+ .addSampler("sLinear", "filtering", SAMPLER_LINEAR_UPSCALE)
62
+ // volumetrics (composited inline)
63
+ .addUniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT)
64
+ .addTexture("tVolumetrics", "float", "3d")
65
+ .addTexture("tSTBN_vec3", "float", "3d");
66
+
67
+ const body = CodeChunk.from(
68
+ /* language=wgsl */ `
69
+ const PARTICLE_FLAG_SOFT_DEPTH : u32 = ${EMITTER_FLAG.SOFT_DEPTH}u;
70
+ const PARTICLE_FLAG_LIGHTING : u32 = ${EMITTER_FLAG.LIGHTING}u;
71
+ const PARTICLE_SOFT_FADE_RANGE : f32 = ${PARTICLE_SOFT_FADE_RANGE};
72
+
73
+ struct ParticleAVBOITDrawOutput {
74
+ @location(0) color : vec4<f32>,
75
+ @location(1) norm : vec4<f32>,
76
+ @location(2) extinction : vec4<f32>,
77
+ @location(3) emission : vec4<f32>,
78
+ }
79
+
80
+ @vertex
81
+ fn vs_main(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> ParticleVertexOut {
82
+ return particle_billboard_vertex(vi, ii);
83
+ }
84
+
85
+ @fragment
86
+ fn fs_main(in : ParticleVertexOut) -> ParticleAVBOITDrawOutput {
87
+ let screen_uv = in.clip.xy / vec2<f32>(f32(view.width), f32(view.height));
88
+
89
+ let transmittance = avboit_sample_transmittance(&warp, tIntegral, sLinear, screen_uv, in.view_depth);
90
+
91
+ if (all(transmittance <= vec3<f32>(${AVBOIT_EXTINCT_TRANSMITTANCE}))) {
92
+ // nothing this fragment contributes survives what is in front of it; skip the shading
93
+ discard;
94
+ }
95
+
96
+ var color = textureSample(atlas, atlas_sampler, in.uv) * in.color;
97
+
98
+ if ((in.flags & PARTICLE_FLAG_SOFT_DEPTH) != 0u) {
99
+ let scene_vd = particle_scene_view_depth(textureLoad(scene_depth, vec2<i32>(in.clip.xy), 0).r, camera);
100
+ color.a = color.a * particle_soft_fade(scene_vd, in.view_depth, PARTICLE_SOFT_FADE_RANGE);
101
+ }
102
+
103
+ if ((in.flags & PARTICLE_FLAG_LIGHTING) != 0u) {
104
+ color = particle_apply_lighting(color, in.world_position, normalize(in.normal));
105
+ }
106
+
107
+ let volumetrics = sample_volumetrics(in.view_depth, screen_uv, in.clip.xy);
108
+
109
+ let contribution = particle_avboit_contribution(color, in.blend, transmittance, volumetrics);
110
+
111
+ var out : ParticleAVBOITDrawOutput;
112
+
113
+ out.color = contribution.color;
114
+ out.norm = contribution.norm;
115
+ out.extinction = contribution.extinction;
116
+ out.emission = contribution.emission;
117
+
118
+ return out;
119
+ }
120
+ `, [
121
+ chunk_particle_avboit_contribution,
122
+ chunk_particle_scene_view_depth,
123
+ chunk_particle_billboard_vertex,
124
+ chunk_particle_lighting_unlit,
125
+ chunk_sample_volumetrics,
126
+ chunk_avboit_sample_transmittance,
127
+ ]);
128
+
129
+ const descriptor = ShaderDescriptor.from({ label: "Particle AVBOIT Draw", body, resources });
130
+
131
+ /**
132
+ * The draw pipeline: the four additive accumulators, reverse-Z depth test against the scene, no
133
+ * depth write.
134
+ * @type {RenderPipelineDescriptor}
135
+ */
136
+ export const PARTICLE_AVBOIT_DRAW_PIPELINE = RenderPipelineDescriptor.from({
137
+ label: "Particle AVBOIT Draw",
138
+ layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
139
+ vertex: { module: { code: descriptor.source }, entryPoint: "vs_main" },
140
+ fragment: {
141
+ module: { code: descriptor.source },
142
+ entryPoint: "fs_main",
143
+ targets: AVBOIT_DRAW_TARGETS,
144
+ },
145
+ depthStencil: DepthStencilState.from({ format: "depth32float", depthWriteEnabled: false, depthCompare: "greater" }),
146
+ primitive: { topology: "triangle-list", cullMode: "none" },
147
+ });
148
+
149
+ /** The draw shader's resource set, for building its bind group. */
150
+ export const PARTICLE_AVBOIT_DRAW_RESOURCES = resources;
151
+
152
+ /** The assembled shader, for the validity tier. */
153
+ export const shader_particle_avboit_draw = descriptor;
@@ -0,0 +1,3 @@
1
+ export const shader_particle_avboit_occupancy: ComputeShader;
2
+ import { ComputeShader } from "../../shader/ComputeShader.js";
3
+ //# sourceMappingURL=shader_particle_avboit_occupancy.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_particle_avboit_occupancy.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_avboit_occupancy.js"],"names":[],"mappings":"AAuHA,6DAIG;8BAlH2B,+BAA+B"}