@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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  1118. package/src/shade/renderer/particles/shaders/chunk_particle_context.js +0 -58
@@ -1,197 +1,132 @@
1
- import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
- import { ColorTargetState } from "../../../descriptor/pipeline/render/ColorTargetState.js";
3
- import { DepthStencilState } from "../../../descriptor/pipeline/render/DepthStencilState.js";
4
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
5
- import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
6
- import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
7
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
8
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
9
- import {
10
- PARTICLE_RECORD_HEADER_EMITTER,
11
- PARTICLE_RECORD_WORD_COUNT,
12
- } from "../ParticleConstants.js";
13
- import { EMITTER_ATTRIBUTE_ABSENT, EMITTER_FLAG } from "../data/PARTICLE_EMITTER_LAYOUT.js";
14
- import { chunk_particle_emitter } from "../data/chunk_particle_emitter.js";
15
- import { chunk_particle_lighting_unlit } from "./chunk_particle_lighting.js";
16
- import { chunk_particle_render_math } from "./chunk_particle_render_math.js";
17
-
18
- /**
19
- * The billboard renderer.
20
- *
21
- * One instanced draw covers every visible particle: `instance_index` indexes the depth-`sorted` slot
22
- * list, `vertex_index` (0..5) picks a quad corner. The vertex stage reads the particle's render-bound
23
- * attributes (position / size / colour / rotation / flipbook frame), expands the corner per the
24
- * emitter's projection mode, and projects with the camera. The fragment stage samples the atlas
25
- * sub-rect + flipbook cell, applies an optional soft-depth fade against the scene depth, runs the
26
- * pluggable lighting hook (unlit by default; the feature swaps in the shading-chunk-backed one when
27
- * an emitter enables lighting), and emits premultiplied colour.
28
- *
29
- * A single blend state — `src*1 + dst*(1-srcAlpha)` on both channels — expresses alpha and additive
30
- * blending; the shader chooses per particle by how it premultiplies (see `particle_premultiply`), so
31
- * the whole draw stays GPU-driven with no pipeline switches.
32
- *
33
- * The math (billboard expansion, atlas/flipbook UV, soft fade, premultiply) is unit-tested in
34
- * {@link ./chunk_particle_render_math.spec.js}; this module assembles it into a render pipeline.
35
- */
36
-
37
- /** Premultiplied blend: additive when a=0 (dst preserved, colour adds), over-blend when a=srcAlpha. */
38
- export const PARTICLE_BILLBOARD_BLEND = {
39
- color: { operation: "add", srcFactor: "one", dstFactor: "one-minus-src-alpha" },
40
- alpha: { operation: "add", srcFactor: "one", dstFactor: "one-minus-src-alpha" },
41
- };
42
-
43
- const resources = new ShaderResourceSetDescriptor();
44
- resources.createGroup()
45
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
46
- .addStorageBuffer("pool", WebGPUArray.u32, false)
47
- .addStorageBuffer("sorted", WebGPUArray.u32, false)
48
- .addStorageBuffer("emitters", WebGPUArray.u32, false)
49
- // Sampled with a filtering sampler, so the atlas must be a filterable float texture.
50
- .addTexture("atlas", "float")
51
- .addSampler("atlas_sampler", "filtering")
52
- // Only textureLoad-ed (soft depth), so it can be unfilterable — matches an r32float scene depth.
53
- .addTexture("scene_depth", "unfilterable-float");
54
-
55
- const body = CodeChunk.from(
56
- /* language=wgsl */ `
57
- const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
58
- const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
59
- const PARTICLE_ATTRIBUTE_ABSENT : u32 = ${EMITTER_ATTRIBUTE_ABSENT}u;
60
- const PARTICLE_FLAG_SOFT_DEPTH : u32 = ${EMITTER_FLAG.SOFT_DEPTH}u;
61
- const PARTICLE_FLAG_LIGHTING : u32 = ${EMITTER_FLAG.LIGHTING}u;
62
- const PARTICLE_SOFT_FADE_RANGE : f32 = 0.5;
63
-
64
- struct ParticleVertexOut {
65
- @builtin(position) clip : vec4<f32>,
66
- @location(0) uv : vec2<f32>,
67
- @location(1) color : vec4<f32>,
68
- @location(2) world_position : vec3<f32>,
69
- @location(3) normal : vec3<f32>,
70
- @location(4) view_depth : f32,
71
- @location(5) @interpolate(flat) flags : u32,
72
- @location(6) @interpolate(flat) blend : u32,
73
- }
74
-
75
- fn particle_read_vec(base : u32, offset : u32, count : u32) -> vec4<f32> {
76
- var v = vec4<f32>(0.0);
77
- if (count > 0u) { v.x = bitcast<f32>(pool[base + offset]); }
78
- if (count > 1u) { v.y = bitcast<f32>(pool[base + offset + 1u]); }
79
- if (count > 2u) { v.z = bitcast<f32>(pool[base + offset + 2u]); }
80
- if (count > 3u) { v.w = bitcast<f32>(pool[base + offset + 3u]); }
81
- return v;
82
- }
83
-
84
- @vertex
85
- fn vs_main(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> ParticleVertexOut {
86
- var corners = array<vec2<f32>, 6>(
87
- vec2<f32>(-1.0, -1.0), vec2<f32>(1.0, -1.0), vec2<f32>(1.0, 1.0),
88
- vec2<f32>(-1.0, -1.0), vec2<f32>(1.0, 1.0), vec2<f32>(-1.0, 1.0),
89
- );
90
- let corner = corners[vi];
91
-
92
- let slot = sorted[ii];
93
- let base = slot * PARTICLE_RECORD_WORDS;
94
- let emitter_index = pool[base + PARTICLE_HEADER_EMITTER];
95
- let em = particle_emitter_read(&emitters, emitter_index);
96
-
97
- var world_center = vec3<f32>(0.0);
98
- if (em.render_position != PARTICLE_ATTRIBUTE_ABSENT) { world_center = particle_read_vec(base, em.render_position, 3u).xyz; }
99
- var size = 1.0;
100
- if (em.render_size != PARTICLE_ATTRIBUTE_ABSENT) { size = bitcast<f32>(pool[base + em.render_size]); }
101
- var color = vec4<f32>(1.0);
102
- if (em.render_color != PARTICLE_ATTRIBUTE_ABSENT) { color = particle_read_vec(base, em.render_color, 4u); }
103
- var rotation = 0.0;
104
- if (em.render_rotation != PARTICLE_ATTRIBUTE_ABSENT) { rotation = bitcast<f32>(pool[base + em.render_rotation]); }
105
- var frame = 0.0;
106
- if (em.render_frame != PARTICLE_ATTRIBUTE_ABSENT) { frame = bitcast<f32>(pool[base + em.render_frame]); }
107
- var velocity = vec3<f32>(0.0);
108
- if (em.render_velocity != PARTICLE_ATTRIBUTE_ABSENT) { velocity = particle_read_vec(base, em.render_velocity, 3u).xyz; }
109
-
110
- let cam_right = camera.transform[0].xyz;
111
- let cam_up = camera.transform[1].xyz;
112
- let cam_forward = -camera.transform[2].xyz;
113
-
114
- let offset = particle_billboard_offset(corner, size, rotation, cam_right, cam_up, cam_forward, velocity, particle_emitter_projection(em.flags));
115
- let world = world_center + offset;
116
-
117
- var out : ParticleVertexOut;
118
- out.clip = camera.view_projection_matrix * vec4<f32>(world, 1.0);
119
- out.uv = particle_atlas_uv(corner * 0.5 + vec2<f32>(0.5), em.atlas_region, em.flipbook, frame);
120
- out.color = color;
121
- out.world_position = world;
122
- out.normal = -cam_forward;
123
- out.view_depth = -(camera.view_matrix * vec4<f32>(world, 1.0)).z;
124
- out.flags = em.flags;
125
- out.blend = particle_emitter_blend(em.flags);
126
- return out;
127
- }
128
-
129
- @fragment
130
- fn fs_main(in : ParticleVertexOut) -> @location(0) vec4<f32> {
131
- let sampled = textureSample(atlas, atlas_sampler, in.uv);
132
- var color = sampled * in.color;
133
-
134
- if ((in.flags & PARTICLE_FLAG_SOFT_DEPTH) != 0u) {
135
- let scene_dev = textureLoad(scene_depth, vec2<i32>(in.clip.xy), 0).r;
136
- // Reverse-Z hyperbolic linearisation: view_depth = A / (device_depth + B).
137
- let A = camera.device_depth_to_view_space.y;
138
- let B = camera.device_depth_to_view_space.x;
139
- let scene_vd = select(A / (scene_dev + B), 1e9, scene_dev <= 0.0);
140
- color.a = color.a * particle_soft_fade(scene_vd, in.view_depth, PARTICLE_SOFT_FADE_RANGE);
141
- }
142
-
143
- if ((in.flags & PARTICLE_FLAG_LIGHTING) != 0u) {
144
- color = particle_apply_lighting(color, in.world_position, normalize(in.normal));
145
- }
146
-
147
- return particle_premultiply(color, in.blend);
148
- }
149
- `, [chunk_particle_emitter, chunk_particle_render_math, chunk_particle_lighting_unlit]);
150
-
151
- /**
152
- * The shader itself. One compilation, shared by every pipeline built from it — the options below
153
- * vary the pipeline state, never the WGSL.
154
- *
155
- * @type {ShaderDescriptor}
156
- */
157
- const descriptor = ShaderDescriptor.from({ label: "Particle Billboard", body, resources });
158
-
159
- /**
160
- * Build the billboard render pipeline descriptor.
161
- * @param {object} [options]
162
- * @param {string} [options.color_format] colour target format
163
- * @param {string|null} [options.depth_format] scene depth format (test-only, no write); pass null to
164
- * render without a depth attachment (e.g. an additive-only prototype with no scene geometry)
165
- * @param {GPUCompareFunction} [options.depth_compare] depth test — "greater"/"greater-equal" for
166
- * reverse-Z scenes (the engine convention), "less"/"less-equal" for a standard-Z scene
167
- * @returns {RenderPipelineDescriptor}
168
- */
169
- export function create_particle_billboard_pipeline({
170
- color_format = "rgba16float",
171
- depth_format = "depth32float",
172
- depth_compare = "greater"
173
- } = {}) {
174
-
175
- const code = descriptor.source;
176
-
177
- return RenderPipelineDescriptor.from({
178
- label: "Particle Billboard",
179
- layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
180
- vertex: { module: { code }, entryPoint: "vs_main" },
181
- fragment: {
182
- module: { code },
183
- entryPoint: "fs_main",
184
- targets: [ColorTargetState.from({ format: color_format, blend: PARTICLE_BILLBOARD_BLEND })],
185
- },
186
- // Depth-test against the scene, but never write (transparent). Omitted entirely when no depth
187
- // attachment is bound.
188
- depthStencil: depth_format == null
189
- ? undefined
190
- : DepthStencilState.from({ format: depth_format, depthWriteEnabled: false, depthCompare: depth_compare }),
191
- primitive: { topology: "triangle-list", cullMode: "none" },
192
- });
193
-
194
- }
195
-
196
- /** The billboard shader's resource set (for building bind groups + the draw command). */
197
- export const PARTICLE_BILLBOARD_RESOURCES = resources;
1
+ import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
+ import { ColorTargetState } from "../../../descriptor/pipeline/render/ColorTargetState.js";
3
+ import { DepthStencilState } from "../../../descriptor/pipeline/render/DepthStencilState.js";
4
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
5
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
6
+ import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
7
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
8
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
9
+ import { EMITTER_FLAG } from "../data/PARTICLE_EMITTER_STRUCT.js";
10
+ import { chunk_particle_billboard_vertex } from "./chunk_particle_billboard_vertex.js";
11
+ import { chunk_particle_lighting_unlit } from "./chunk_particle_lighting.js";
12
+
13
+ /**
14
+ * The standalone billboard renderer: particles drawn straight over the scene colour, back to
15
+ * front, with fixed-function blending. This is the path a page without the renderer's transparency
16
+ * pipeline uses; under the renderer the particles go through AVBOIT instead
17
+ * (`../graph_particles_avboit.js`), where order does not matter and they composite against the
18
+ * transparent meshes.
19
+ *
20
+ * One instanced draw covers every visible particle: `instance_index` indexes the depth-sorted
21
+ * `draw_list`, `vertex_index` (0..5) picks a quad corner. The vertex stage is `chunk_particle_billboard_vertex`,
22
+ * shared with the AVBOIT particle passes. The fragment stage samples the atlas sub-rect + flipbook
23
+ * cell, applies an optional soft-depth fade against the scene depth, runs the pluggable lighting hook
24
+ * (unlit by default; the feature swaps in the shading-chunk-backed one when an emitter enables
25
+ * lighting), and emits premultiplied colour.
26
+ *
27
+ * A single blend state — `src*1 + dst*(1-srcAlpha)` on both channels — expresses alpha and additive
28
+ * blending; the shader chooses per particle by how it premultiplies (see `particle_premultiply`), so
29
+ * the whole draw stays GPU-driven with no pipeline switches.
30
+ *
31
+ * The math (billboard expansion, atlas/flipbook UV, soft fade, premultiply) is unit-tested in
32
+ * {@link ./chunk_particle_render_math.spec.js}; this module assembles it into a render pipeline.
33
+ */
34
+
35
+ /** Premultiplied blend: additive when a=0 (dst preserved, colour adds), over-blend when a=srcAlpha. */
36
+ export const PARTICLE_BILLBOARD_BLEND = {
37
+ color: { operation: "add", srcFactor: "one", dstFactor: "one-minus-src-alpha" },
38
+ alpha: { operation: "add", srcFactor: "one", dstFactor: "one-minus-src-alpha" },
39
+ };
40
+
41
+ const resources = new ShaderResourceSetDescriptor();
42
+ resources.createGroup()
43
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
44
+ .addStorageBuffer("pool", WebGPUArray.u32, false)
45
+ .addStorageBuffer("draw_list", WebGPUArray.u32, false)
46
+ .addStorageBuffer("emitter_database", WebGPUArray.u32, false)
47
+ // Sampled with a filtering sampler, so the atlas must be a filterable float texture.
48
+ .addTexture("atlas", "float")
49
+ .addSampler("atlas_sampler", "filtering")
50
+ // Only textureLoad-ed (soft depth), so it can be unfilterable — matches an r32float scene depth.
51
+ .addTexture("scene_depth", "unfilterable-float");
52
+
53
+ const body = CodeChunk.from(
54
+ /* language=wgsl */ `
55
+ const PARTICLE_FLAG_SOFT_DEPTH : u32 = ${EMITTER_FLAG.SOFT_DEPTH}u;
56
+ const PARTICLE_FLAG_LIGHTING : u32 = ${EMITTER_FLAG.LIGHTING}u;
57
+ const PARTICLE_SOFT_FADE_RANGE : f32 = 0.5;
58
+
59
+ @vertex
60
+ fn vs_main(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> ParticleVertexOut {
61
+ return particle_billboard_vertex(vi, ii);
62
+ }
63
+
64
+ @fragment
65
+ fn fs_main(in : ParticleVertexOut) -> @location(0) vec4<f32> {
66
+ let sampled = textureSample(atlas, atlas_sampler, in.uv);
67
+ var color = sampled * in.color;
68
+
69
+ if ((in.flags & PARTICLE_FLAG_SOFT_DEPTH) != 0u) {
70
+ let scene_dev = textureLoad(scene_depth, vec2<i32>(in.clip.xy), 0).r;
71
+ // Reverse-Z hyperbolic linearisation: view_depth = A / (device_depth + B).
72
+ let A = camera.device_depth_to_view_space.y;
73
+ let B = camera.device_depth_to_view_space.x;
74
+ let scene_vd = select(A / (scene_dev + B), 1e9, scene_dev <= 0.0);
75
+ color.a = color.a * particle_soft_fade(scene_vd, in.view_depth, PARTICLE_SOFT_FADE_RANGE);
76
+ }
77
+
78
+ if ((in.flags & PARTICLE_FLAG_LIGHTING) != 0u) {
79
+ color = particle_apply_lighting(color, in.world_position, normalize(in.normal));
80
+ }
81
+
82
+ return particle_premultiply(color, in.blend);
83
+ }
84
+ `, [chunk_particle_billboard_vertex, chunk_particle_lighting_unlit]);
85
+
86
+ /**
87
+ * The shader itself. One compilation, shared by every pipeline built from it — the options below
88
+ * vary the pipeline state, never the WGSL.
89
+ *
90
+ * @type {ShaderDescriptor}
91
+ */
92
+ const descriptor = ShaderDescriptor.from({ label: "Particle Billboard", body, resources });
93
+
94
+ /**
95
+ * Build the billboard render pipeline descriptor.
96
+ * @param {object} [options]
97
+ * @param {string} [options.color_format] colour target format
98
+ * @param {string|null} [options.depth_format] scene depth format (test-only, no write); pass null to
99
+ * render without a depth attachment (e.g. an additive-only prototype with no scene geometry)
100
+ * @param {GPUCompareFunction} [options.depth_compare] depth test — "greater"/"greater-equal" for
101
+ * reverse-Z scenes (the engine convention), "less"/"less-equal" for a standard-Z scene
102
+ * @returns {RenderPipelineDescriptor}
103
+ */
104
+ export function create_particle_billboard_pipeline({
105
+ color_format = "rgba16float",
106
+ depth_format = "depth32float",
107
+ depth_compare = "greater"
108
+ } = {}) {
109
+
110
+ const code = descriptor.source;
111
+
112
+ return RenderPipelineDescriptor.from({
113
+ label: "Particle Billboard",
114
+ layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
115
+ vertex: { module: { code }, entryPoint: "vs_main" },
116
+ fragment: {
117
+ module: { code },
118
+ entryPoint: "fs_main",
119
+ targets: [ColorTargetState.from({ format: color_format, blend: PARTICLE_BILLBOARD_BLEND })],
120
+ },
121
+ // Depth-test against the scene, but never write (transparent). Omitted entirely when no depth
122
+ // attachment is bound.
123
+ depthStencil: depth_format == null
124
+ ? undefined
125
+ : DepthStencilState.from({ format: depth_format, depthWriteEnabled: false, depthCompare: depth_compare }),
126
+ primitive: { topology: "triangle-list", cullMode: "none" },
127
+ });
128
+
129
+ }
130
+
131
+ /** The billboard shader's resource set (for building bind groups + the draw command). */
132
+ export const PARTICLE_BILLBOARD_RESOURCES = resources;
@@ -1,5 +1,13 @@
1
1
  export { PARTICLE_SIMULATE_WORKGROUP_SIZE };
2
+ /**
3
+ * Per-dispatch, 12 bytes, read-only — see shader_particle_emit for why the three travel
4
+ * together rather than as three uniforms.
5
+ *
6
+ * @type {WebGPUStruct}
7
+ */
8
+ export const SIMULATE_SETTINGS: WebGPUStruct;
2
9
  export const shader_particle_simulate: ComputeShader;
3
10
  import { PARTICLE_SIMULATE_WORKGROUP_SIZE } from "../ParticleConstants.js";
11
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
4
12
  import { ComputeShader } from "../../shader/ComputeShader.js";
5
13
  //# sourceMappingURL=shader_particle_simulate.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_simulate.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_simulate.js"],"names":[],"mappings":";AAyIA,qDAIG;iDAjII,yBAAyB;8BATF,+BAA+B"}
1
+ {"version":3,"file":"shader_particle_simulate.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_simulate.js"],"names":[],"mappings":";AA0DA;;;;;GAKG;AACH,gCAFU,YAAY,CAMS;AAuD/B,qDAIG;iDAxH8C,yBAAyB;6BAJ7C,mCAAmC;8BAClC,+BAA+B"}
@@ -1,43 +1,41 @@
1
+ import { WebGPUExtensionType } from "../../../descriptor/WebGPUExtensionType.js";
1
2
  import { atomic_u32, f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
3
  import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
4
  import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
4
5
  import { ComputeShader } from "../../shader/ComputeShader.js";
5
6
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
6
7
  import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
- import {
8
- PARTICLE_RECORD_HEADER_EMITTER,
9
- PARTICLE_RECORD_WORD_COUNT,
10
- PARTICLE_SIMULATE_WORKGROUP_SIZE,
11
- PARTICLE_SIM_PAD_SLOT,
12
- PARTICLE_VM_INSTRUCTION_WORDS,
13
- } from "../ParticleConstants.js";
8
+ import { PARTICLE_SIMULATE_WORKGROUP_SIZE } from "../ParticleConstants.js";
14
9
  import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
15
- import { chunk_particle_context, chunk_particle_curve_disabled } from "./chunk_particle_context.js";
10
+ import { chunk_particle_vm_registers_fast } from "../vm/chunk_particle_vm_registers_fast.js";
11
+ import { chunk_particle_curve_disabled } from "./chunk_particle_curve_disabled.js";
12
+ import { chunk_particle_simulate_step } from "./chunk_particle_simulate_step.js";
16
13
 
17
14
  /**
18
15
  * The particle simulate pass — Destiny-style single execution shader.
19
16
  *
20
- * One dispatch processes every live particle across every emitter. Per particle: read its owning
21
- * emitter, set up the VM context + RNG, run that emitter's compiled UPDATE program over the record,
22
- * then compact — killed particles are pushed back to the dead (free) list, survivors are appended to
23
- * the new alive list. There is exactly one pipeline regardless of how many distinct effects exist,
24
- * because behaviour is data (the bytecode program), not code.
17
+ * One dispatch processes every live particle across every emitter, one invocation each. Per
18
+ * particle: read its owning emitter, set up the VM context + RNG, run that emitter's compiled UPDATE
19
+ * program over the record, then compact — killed particles are pushed back to the dead (free) list,
20
+ * survivors are appended to the new alive list. There is exactly one pipeline regardless of how many
21
+ * distinct effects exist, because behaviour is data (the bytecode program), not code.
22
+ *
23
+ * The per-particle work is {@link ./chunk_particle_simulate_step.js}, shared with
24
+ * {@link ./shader_particle_simulate_wide.js}. What this file is, is the *fast* register backing plus
25
+ * the one-lane-per-particle dispatch that suits it. See
26
+ * {@link ../vm/chunk_particle_vm_registers_fast.js} for what "fast" costs and buys, and
27
+ * {@link ../ParticleConstants.js PARTICLE_VM_FAST_REGISTER_SLOTS} for when the system runs the other
28
+ * one instead.
25
29
  *
26
30
  * ## The input list
27
31
  *
28
32
  * `sim_list` is NOT the raw alive list. It is the program-coherent indirection list the coherence
29
33
  * pass (`../coherence/`) built at the end of last frame: the same pool slots, reordered so that
30
34
  * particles running one VM program sit together, each run padded out to a whole workgroup. That is
31
- * what keeps a wave from spanning two programs, which would make the interpreter's opcode `switch`
32
- * diverge and multiply the register file's `v_movrels` waterfall by the number of distinct register
33
- * indices in the wave.
34
- *
35
- * Padding entries carry {@link PARTICLE_SIM_PAD_SLOT} and are dropped BEFORE the compaction
36
- * atomics, so a padding lane never appends to the alive list and never pushes a slot onto the free
37
- * list — pushing the sentinel would put `0xffffffff` on the free list for a later emit to hand out
38
- * as a record base. Returning early is safe for the lanes that remain: padding only ever appears in
39
- * the tail of a bucket, and every real lane in that wave belongs to that one bucket, so the `switch`
40
- * the survivors execute is uniform regardless.
35
+ * what keeps a wave from spanning two programs — and this shader leans on it rather than merely
36
+ * benefiting from it: the section parameters are read from the wave's first lane, so a wave that
37
+ * held two programs would run one of them over the other's particles. The coherence pass is part of
38
+ * this shader's correctness, not only of its speed.
41
39
  *
42
40
  * ## Sizing
43
41
  *
@@ -64,7 +62,7 @@ export { PARTICLE_SIMULATE_WORKGROUP_SIZE };
64
62
  *
65
63
  * @type {WebGPUStruct}
66
64
  */
67
- const SIMULATE_SETTINGS = WebGPUStruct.from({
65
+ export const SIMULATE_SETTINGS = WebGPUStruct.from({
68
66
  u_dt: f32,
69
67
  u_time: f32,
70
68
  u_frame: u32,
@@ -75,9 +73,9 @@ const resources = new ShaderResourceSetDescriptor();
75
73
  resources.setImmediate('settings', SIMULATE_SETTINGS);
76
74
 
77
75
  resources.createGroup()
78
- .addStorageBuffer("emitters", WebGPUArray.u32, false)
76
+ .addStorageBuffer("scene_database", WebGPUArray.u32, false)
77
+ .addStorageBuffer("emitter_database", WebGPUArray.u32, false)
79
78
  .addStorageBuffer("program", WebGPUArray.u32, false)
80
- .addStorageBuffer("vm_constants", WebGPUArray.u32, false)
81
79
  .addStorageBuffer("pool", WebGPUArray.u32, true)
82
80
  .addStorageBuffer("sim_list", WebGPUArray.u32, false)
83
81
  .addStorageBuffer("alive_out", WebGPUArray.u32, true)
@@ -86,13 +84,9 @@ resources.createGroup()
86
84
 
87
85
 
88
86
  const body = CodeChunk.from(/* language=wgsl */ `
89
- const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
90
- const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
91
- const PARTICLE_INSTRUCTION_WORDS : u32 = ${PARTICLE_VM_INSTRUCTION_WORDS}u;
92
87
  const COUNTER_ALIVE : u32 = ${PARTICLE_COUNTER.ALIVE}u;
93
88
  const COUNTER_DEAD : u32 = ${PARTICLE_COUNTER.DEAD}u;
94
89
  const COUNTER_ALIVE_IN : u32 = ${PARTICLE_COUNTER.ALIVE_IN}u;
95
- const PARTICLE_SIM_PAD_SLOT : u32 = ${PARTICLE_SIM_PAD_SLOT}u;
96
90
 
97
91
  @compute @workgroup_size(${PARTICLE_SIMULATE_WORKGROUP_SIZE}, 1, 1)
98
92
  fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
@@ -102,38 +96,30 @@ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
102
96
 
103
97
  let slot = sim_list[i];
104
98
 
105
- // A lane the coherence pass padded the bucket out with. Leave BEFORE the compaction atomics
106
- // below: appending here would put the sentinel on the alive or the free list, and the free list
107
- // would then hand 0xffffffff to an emit as a record base. The lanes that stay all belong to the
108
- // one bucket this wave covers, so their program — and the interpreter's switch — is uniform.
109
- if (slot == PARTICLE_SIM_PAD_SLOT) { return; }
110
-
111
- let record_base = slot * PARTICLE_RECORD_WORDS;
112
- let emitter_index = pool[record_base + PARTICLE_HEADER_EMITTER];
113
-
114
- let em = particle_emitter_read(&emitters, emitter_index);
115
-
116
- particle_vm_reset();
117
- particle_setup_context(em, slot, settings.u_dt, settings.u_time, 0.0, 0.0, settings.u_frame);
118
- particle_vm_execute(
119
- &program,
120
- em.update_offset * PARTICLE_INSTRUCTION_WORDS,
121
- em.update_count,
122
- &vm_constants,
123
- em.constant_offset,
124
- &pool,
125
- record_base,
99
+ let verdict = particle_simulate_one(
100
+ &scene_database, &emitter_database, &program, &pool,
101
+ slot,
102
+ settings.u_dt, settings.u_time, settings.u_frame,
126
103
  );
127
104
 
128
- if (vm_killed) {
129
- let d = atomicAdd(&counters[COUNTER_DEAD], 1u);
130
- dead[d] = slot;
131
- } else {
105
+ // A padding lane's verdict is SKIP and books nothing. Appending it would put the padding
106
+ // sentinel on the alive or the free list, and the free list would then hand 0xffffffff to a
107
+ // later emit as a record base.
108
+ if (verdict == PARTICLE_SIM_ALIVE) {
132
109
  let a = atomicAdd(&counters[COUNTER_ALIVE], 1u);
133
110
  alive_out[a] = slot;
111
+ } else if (verdict == PARTICLE_SIM_KILLED) {
112
+ let d = atomicAdd(&counters[COUNTER_DEAD], 1u);
113
+ dead[d] = slot;
134
114
  }
135
115
  }
136
- `, [chunk_particle_context, chunk_particle_curve_disabled]);
116
+ `, [
117
+ chunk_particle_simulate_step,
118
+ chunk_particle_vm_registers_fast,
119
+ chunk_particle_curve_disabled,
120
+ ]);
121
+
122
+ body.addExtension(WebGPUExtensionType.Subgroups);
137
123
 
138
124
  export const shader_particle_simulate = ComputeShader.from({
139
125
  label: "Particle Simulate",
@@ -0,0 +1,45 @@
1
+ /**
2
+ * The simulate pass over the WIDE register file — the fallback interpreter.
3
+ *
4
+ * Same simulation as {@link ./shader_particle_simulate.js}, down to the shared
5
+ * {@link ./chunk_particle_simulate_step.js}: one dispatch, every live particle, the emitter's UPDATE
6
+ * program, compaction into the alive and free lists. Two things differ, and both follow from the
7
+ * register file living in a storage buffer.
8
+ *
9
+ * ## The launch is bounded, and the loop is grid-stride
10
+ *
11
+ * The fast pass runs one invocation per particle and sizes its dispatch indirectly from
12
+ * `counters[ALIVE_IN]`. This one cannot: it needs a register file per invocation in flight, so
13
+ * one-lane-per-particle would size the register buffer by pool capacity — a gigabyte at a million
14
+ * particles.
15
+ *
16
+ * So it launches exactly {@link ../ParticleConstants.js PARTICLE_VM_WIDE_LAUNCH_LANES} lanes,
17
+ * whatever the particle count, and each walks `sim_list` in strides of that. The register buffer is
18
+ * then sized by a constant this engine chose rather than by a number the pool decides. There is no
19
+ * indirect command and no CPU-side count: the launch is fixed, and the loop bound is still the
20
+ * on-GPU `counters[ALIVE_IN]` snapshot, read in the shader exactly as before. Every guarantee the
21
+ * fast pass's sizing comment describes holds here for the same reason.
22
+ *
23
+ * The stride is a whole number of workgroups, which is what keeps the coherence pass's bucketing
24
+ * intact: each iteration covers a workgroup-aligned span of `sim_list`, so a wave still sees one
25
+ * program and the wave-uniform section decode is still sound. That decode is worth keeping even
26
+ * here — it is what makes the instruction fetch and the opcode switch scalar. Only the register
27
+ * indexing goes per-lane, because in this backing it always is.
28
+ *
29
+ * ## Nine storage buffers
30
+ *
31
+ * The fast passes fit in the eight a stage gets by default; this one adds `vm_registers` and needs
32
+ * nine. That is inside what the engine already demands of an adapter — {@link
33
+ * ../../Renderer.js} refuses one offering fewer than ten — so it costs no new capability, but it is
34
+ * why the particle system's "everything fits in eight" note does not cover this shader.
35
+ *
36
+ * @type {ComputeShader}
37
+ */
38
+ /**
39
+ * Workgroups this pass dispatches. Constant: the launch does not depend on the particle count.
40
+ * @type {number}
41
+ */
42
+ export const PARTICLE_SIMULATE_WIDE_WORKGROUP_COUNT: number;
43
+ export const shader_particle_simulate_wide: ComputeShader;
44
+ import { ComputeShader } from "../../shader/ComputeShader.js";
45
+ //# sourceMappingURL=shader_particle_simulate_wide.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_particle_simulate_wide.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_simulate_wide.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AAEH;;;GAGG;AACH,qDAFU,MAAM,CAGqD;AA8DrE,0DAIG;8BAvH2B,+BAA+B"}