@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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  1012. package/src/shade/renderer/shader/chunk/noise/psrdnoise/chunk_psrdnoise3_kernel.d.ts +38 -0
  1013. package/src/shade/renderer/shader/chunk/noise/psrdnoise/chunk_psrdnoise3_kernel.d.ts.map +1 -0
  1014. package/src/shade/renderer/shader/chunk/noise/psrdnoise/chunk_psrdnoise3_kernel.js +129 -0
  1015. package/src/shade/renderer/shader/chunk/noise/psrdnoise/chunk_psrdnoise3_permute.d.ts +21 -0
  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
  1018. package/src/shade/renderer/shader/chunk/noise/psrdnoise/chunk_psrdnoise3_skew.d.ts +19 -0
  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
  1025. package/src/shade/renderer/shader/chunk/noise/psrdnoise/chunk_srdnoise2.d.ts.map +1 -0
  1026. package/src/shade/renderer/shader/chunk/noise/psrdnoise/chunk_srdnoise2.js +59 -0
  1027. package/src/shade/renderer/shader/chunk/noise/psrdnoise/chunk_srdnoise3.d.ts +23 -0
  1028. package/src/shade/renderer/shader/chunk/noise/psrdnoise/chunk_srdnoise3.d.ts.map +1 -0
  1029. package/src/shade/renderer/shader/chunk/noise/psrdnoise/chunk_srdnoise3.js +74 -0
  1030. package/src/shade/renderer/shader/chunk/random/chunk_hash_to_float01.d.ts +13 -3
  1031. package/src/shade/renderer/shader/chunk/random/chunk_hash_to_float01.d.ts.map +1 -1
  1032. package/src/shade/renderer/shader/chunk/random/chunk_hash_to_float01.js +15 -5
  1033. package/src/shade/renderer/shader/chunk/random/chunk_random_uint.d.ts +8 -0
  1034. package/src/shade/renderer/shader/chunk/random/chunk_random_uint.d.ts.map +1 -1
  1035. package/src/shade/renderer/shader/chunk/random/chunk_random_uint.js +15 -5
  1036. package/src/shade/renderer/shader/chunk/random/pcg/chunk_pcg.d.ts +7 -0
  1037. package/src/shade/renderer/shader/chunk/random/pcg/chunk_pcg.d.ts.map +1 -1
  1038. package/src/shade/renderer/shader/chunk/random/pcg/chunk_pcg.js +17 -7
  1039. package/src/shade/renderer/shader/chunk/random/pcg/chunk_pcg_advance.d.ts +17 -0
  1040. package/src/shade/renderer/shader/chunk/random/pcg/chunk_pcg_advance.d.ts.map +1 -0
  1041. package/src/shade/renderer/shader/chunk/random/pcg/chunk_pcg_advance.js +26 -0
  1042. package/src/shade/renderer/shader/chunk/random/pcg/chunk_pcg_output.d.ts +15 -0
  1043. package/src/shade/renderer/shader/chunk/random/pcg/chunk_pcg_output.d.ts.map +1 -0
  1044. package/src/shade/renderer/shader/chunk/random/pcg/chunk_pcg_output.js +26 -0
  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
  1048. package/src/shade/renderer/shadow/map/PointLightShadowmap.js +7 -2
  1049. package/src/shade/renderer/shadow/map/SpotLightShadowmap.d.ts.map +1 -1
  1050. package/src/shade/renderer/shadow/map/SpotLightShadowmap.js +3 -15
  1051. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.d.ts.map +1 -1
  1052. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.js +10 -4
  1053. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.d.ts.map +1 -1
  1054. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.js +7 -2
  1055. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +2 -2
  1056. package/src/shade/renderer/volumetrics/ParticipatingMediaVolume.d.ts +3 -3
  1057. package/src/shade/renderer/volumetrics/ParticipatingMediaVolume.d.ts.map +1 -1
  1058. package/src/shade/renderer/volumetrics/ParticipatingMediaVolume.js +3 -3
  1059. package/src/shade/wgsl/emulator/ComputeShaderEmulator.d.ts +34 -1
  1060. package/src/shade/wgsl/emulator/ComputeShaderEmulator.d.ts.map +1 -1
  1061. package/src/shade/wgsl/emulator/ComputeShaderEmulator.js +41 -1
  1062. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts +3 -2
  1063. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  1064. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +115 -15
  1065. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  1066. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +35 -4
  1067. package/src/view/minimap/Minimap.d.ts.map +1 -1
  1068. package/src/view/minimap/Minimap.js +227 -225
  1069. package/src/view/minimap/MinimapCanvasView.js +3 -3
  1070. package/src/view/minimap/MinimapMarker.d.ts +45 -0
  1071. package/src/view/minimap/MinimapMarker.d.ts.map +1 -0
  1072. package/src/view/minimap/MinimapMarker.js +80 -0
  1073. package/src/view/minimap/MinimapMarkerCollection.d.ts +6 -5
  1074. package/src/view/minimap/MinimapMarkerCollection.d.ts.map +1 -1
  1075. package/src/view/minimap/MinimapMarkerCollection.js +6 -6
  1076. package/src/view/minimap/MinimapMarkerSerializationAdapter.d.ts +19 -0
  1077. package/src/view/minimap/MinimapMarkerSerializationAdapter.d.ts.map +1 -0
  1078. package/src/view/minimap/MinimapMarkerSerializationAdapter.js +42 -0
  1079. package/src/view/minimap/dom/MinimapCameraView.d.ts +1 -1
  1080. package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
  1081. package/src/view/minimap/dom/MinimapCameraView.js +18 -4
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  1083. package/src/view/minimap/gl/MarkerGL.js +3 -3
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  1087. package/src/core/model/node-graph/visual/layout/BoxLayoutSpec.d.ts +0 -15
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  1089. package/src/core/model/node-graph/visual/layout/BoxLayoutSpec.js +0 -19
  1090. package/src/core/model/node-graph/visual/layout/ConnectedBoxLayouter.d.ts +0 -45
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  1100. package/src/engine/ecs/util/hideEntityGracefully.d.ts.map +0 -1
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  1103. package/src/shade/renderer/particles/cull/chunk_particle_cull.d.ts.map +0 -1
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  1114. package/src/shade/renderer/particles/runtime/spawn_request_encoding.d.ts.map +0 -1
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  1118. package/src/shade/renderer/particles/shaders/chunk_particle_context.js +0 -58
@@ -0,0 +1,123 @@
1
+ import { WebGPUExtensionType } from "../../../descriptor/WebGPUExtensionType.js";
2
+ import { atomic_u32, f32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
4
+ import { ComputeShader } from "../../shader/ComputeShader.js";
5
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
6
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
+ import { PARTICLE_SIMULATE_WORKGROUP_SIZE, PARTICLE_VM_WIDE_LAUNCH_LANES } from "../ParticleConstants.js";
8
+ import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
9
+ import { chunk_particle_vm_registers_wide } from "../vm/chunk_particle_vm_registers_wide.js";
10
+ import { chunk_particle_curve_disabled } from "./chunk_particle_curve_disabled.js";
11
+ import { chunk_particle_simulate_step } from "./chunk_particle_simulate_step.js";
12
+ import { SIMULATE_SETTINGS } from "./shader_particle_simulate.js";
13
+
14
+ /**
15
+ * The simulate pass over the WIDE register file — the fallback interpreter.
16
+ *
17
+ * Same simulation as {@link ./shader_particle_simulate.js}, down to the shared
18
+ * {@link ./chunk_particle_simulate_step.js}: one dispatch, every live particle, the emitter's UPDATE
19
+ * program, compaction into the alive and free lists. Two things differ, and both follow from the
20
+ * register file living in a storage buffer.
21
+ *
22
+ * ## The launch is bounded, and the loop is grid-stride
23
+ *
24
+ * The fast pass runs one invocation per particle and sizes its dispatch indirectly from
25
+ * `counters[ALIVE_IN]`. This one cannot: it needs a register file per invocation in flight, so
26
+ * one-lane-per-particle would size the register buffer by pool capacity — a gigabyte at a million
27
+ * particles.
28
+ *
29
+ * So it launches exactly {@link ../ParticleConstants.js PARTICLE_VM_WIDE_LAUNCH_LANES} lanes,
30
+ * whatever the particle count, and each walks `sim_list` in strides of that. The register buffer is
31
+ * then sized by a constant this engine chose rather than by a number the pool decides. There is no
32
+ * indirect command and no CPU-side count: the launch is fixed, and the loop bound is still the
33
+ * on-GPU `counters[ALIVE_IN]` snapshot, read in the shader exactly as before. Every guarantee the
34
+ * fast pass's sizing comment describes holds here for the same reason.
35
+ *
36
+ * The stride is a whole number of workgroups, which is what keeps the coherence pass's bucketing
37
+ * intact: each iteration covers a workgroup-aligned span of `sim_list`, so a wave still sees one
38
+ * program and the wave-uniform section decode is still sound. That decode is worth keeping even
39
+ * here — it is what makes the instruction fetch and the opcode switch scalar. Only the register
40
+ * indexing goes per-lane, because in this backing it always is.
41
+ *
42
+ * ## Nine storage buffers
43
+ *
44
+ * The fast passes fit in the eight a stage gets by default; this one adds `vm_registers` and needs
45
+ * nine. That is inside what the engine already demands of an adapter — {@link
46
+ * ../../Renderer.js} refuses one offering fewer than ten — so it costs no new capability, but it is
47
+ * why the particle system's "everything fits in eight" note does not cover this shader.
48
+ *
49
+ * @type {ComputeShader}
50
+ */
51
+
52
+ /**
53
+ * Workgroups this pass dispatches. Constant: the launch does not depend on the particle count.
54
+ * @type {number}
55
+ */
56
+ export const PARTICLE_SIMULATE_WIDE_WORKGROUP_COUNT =
57
+ PARTICLE_VM_WIDE_LAUNCH_LANES / PARTICLE_SIMULATE_WORKGROUP_SIZE;
58
+
59
+ const resources = new ShaderResourceSetDescriptor();
60
+
61
+ resources.setImmediate('settings', SIMULATE_SETTINGS);
62
+
63
+ resources.createGroup()
64
+ .addStorageBuffer("scene_database", WebGPUArray.u32, false)
65
+ .addStorageBuffer("emitter_database", WebGPUArray.u32, false)
66
+ .addStorageBuffer("program", WebGPUArray.u32, false)
67
+ .addStorageBuffer("pool", WebGPUArray.u32, true)
68
+ .addStorageBuffer("sim_list", WebGPUArray.u32, false)
69
+ .addStorageBuffer("alive_out", WebGPUArray.u32, true)
70
+ .addStorageBuffer("dead", WebGPUArray.u32, true)
71
+ .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true)
72
+ .addStorageBuffer("vm_registers", WebGPUArray.from(f32), true);
73
+
74
+
75
+ const body = CodeChunk.from(/* language=wgsl */ `
76
+ const COUNTER_ALIVE : u32 = ${PARTICLE_COUNTER.ALIVE}u;
77
+ const COUNTER_DEAD : u32 = ${PARTICLE_COUNTER.DEAD}u;
78
+ const COUNTER_ALIVE_IN : u32 = ${PARTICLE_COUNTER.ALIVE_IN}u;
79
+
80
+ @compute @workgroup_size(${PARTICLE_SIMULATE_WORKGROUP_SIZE}, 1, 1)
81
+ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
82
+ // This invocation's column of the register file. The launch is exactly
83
+ // PARTICLE_VM_WIDE_LAUNCH_LANES wide, so gid.x is in range by construction — that is the whole
84
+ // reason the launch is bounded.
85
+ particle_vm_bind_registers(gid.x);
86
+
87
+ // The exact input length, snapshotted on-GPU last frame — never a stale CPU value.
88
+ let alive_in = atomicLoad(&counters[COUNTER_ALIVE_IN]);
89
+
90
+ for (var i = gid.x; i < alive_in; i = i + PARTICLE_VM_WIDE_LAUNCH_LANES) {
91
+ let slot = sim_list[i];
92
+
93
+ let verdict = particle_simulate_one(
94
+ &scene_database, &emitter_database, &program, &pool,
95
+ slot,
96
+ settings.u_dt, settings.u_time, settings.u_frame,
97
+ );
98
+
99
+ // A padding lane's verdict is SKIP and books nothing. Appending it would put the padding
100
+ // sentinel on the alive or the free list, and the free list would then hand 0xffffffff to a
101
+ // later emit as a record base.
102
+ if (verdict == PARTICLE_SIM_ALIVE) {
103
+ let a = atomicAdd(&counters[COUNTER_ALIVE], 1u);
104
+ alive_out[a] = slot;
105
+ } else if (verdict == PARTICLE_SIM_KILLED) {
106
+ let d = atomicAdd(&counters[COUNTER_DEAD], 1u);
107
+ dead[d] = slot;
108
+ }
109
+ }
110
+ }
111
+ `, [
112
+ chunk_particle_simulate_step,
113
+ chunk_particle_vm_registers_wide,
114
+ chunk_particle_curve_disabled,
115
+ ]);
116
+
117
+ body.addExtension(WebGPUExtensionType.Subgroups);
118
+
119
+ export const shader_particle_simulate_wide = ComputeShader.from({
120
+ label: "Particle Simulate (wide registers)",
121
+ resources,
122
+ body,
123
+ });
@@ -0,0 +1,26 @@
1
+ /**
2
+ * The CPU's way in to GPU spawning: a list of `(emitter row, particle count)` pairs the host
3
+ * authored this frame, each added to that emitter's `pending` in the GPU-owned state table. The
4
+ * tick pass, which runs next, folds `pending` into the emitter's accumulator and decides the actual
5
+ * spawn count along with everything else.
6
+ *
7
+ * Deliberately a facade over the GPU path rather than a second path: a burst asked for here goes
8
+ * through the same budget, the same expansion and the same INIT program as the emitter's own rate,
9
+ * and is subject to the same culling. It is also the channel a VM opcode would use to spawn from
10
+ * the GPU — a sub-emitter or a trail would add to its target's `pending` the same way, with an
11
+ * atomic binding of its own since many threads would race one row.
12
+ *
13
+ * **One command per row.** The state table shares its buffer with the emitter table, bound as a
14
+ * plain `array<u32>`, so the add here is a read-modify-write and two commands naming one row would
15
+ * lose one of them. The host merges duplicates before upload ({@link GPUParticleSystem#spawn}),
16
+ * which is a few dozen entries at most and costs it nothing.
17
+ *
18
+ * The dispatch is sized by the host, because the host wrote the list and knows its length exactly;
19
+ * it is the one host-provided count in the frame that is not stale by construction.
20
+ *
21
+ * @type {ComputeShader}
22
+ */
23
+ export const PARTICLE_SPAWN_COMMAND_WORKGROUP_SIZE: ComputeShader;
24
+ export const shader_particle_spawn_commands: ComputeShader;
25
+ import { ComputeShader } from "../../shader/ComputeShader.js";
26
+ //# sourceMappingURL=shader_particle_spawn_commands.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_particle_spawn_commands.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_spawn_commands.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,oDAHU,aAAa,CAGiC;AA8BxD,2DAIG;8BA/D2B,+BAA+B"}
@@ -0,0 +1,66 @@
1
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { ComputeShader } from "../../shader/ComputeShader.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
6
+ import { PARTICLE_SPAWN_COMMAND_WORDS } from "../ParticleConstants.js";
7
+ import { PARTICLE_EMITTER_STATE_DESCRIPTOR } from "../data/PARTICLE_DATABASE_SPEC.js";
8
+
9
+ /**
10
+ * The CPU's way in to GPU spawning: a list of `(emitter row, particle count)` pairs the host
11
+ * authored this frame, each added to that emitter's `pending` in the GPU-owned state table. The
12
+ * tick pass, which runs next, folds `pending` into the emitter's accumulator and decides the actual
13
+ * spawn count along with everything else.
14
+ *
15
+ * Deliberately a facade over the GPU path rather than a second path: a burst asked for here goes
16
+ * through the same budget, the same expansion and the same INIT program as the emitter's own rate,
17
+ * and is subject to the same culling. It is also the channel a VM opcode would use to spawn from
18
+ * the GPU — a sub-emitter or a trail would add to its target's `pending` the same way, with an
19
+ * atomic binding of its own since many threads would race one row.
20
+ *
21
+ * **One command per row.** The state table shares its buffer with the emitter table, bound as a
22
+ * plain `array<u32>`, so the add here is a read-modify-write and two commands naming one row would
23
+ * lose one of them. The host merges duplicates before upload ({@link GPUParticleSystem#spawn}),
24
+ * which is a few dozen entries at most and costs it nothing.
25
+ *
26
+ * The dispatch is sized by the host, because the host wrote the list and knows its length exactly;
27
+ * it is the one host-provided count in the frame that is not stale by construction.
28
+ *
29
+ * @type {ComputeShader}
30
+ */
31
+
32
+ export const PARTICLE_SPAWN_COMMAND_WORKGROUP_SIZE = 64;
33
+
34
+ const STATE = PARTICLE_EMITTER_STATE_DESCRIPTOR;
35
+
36
+ const resources = new ShaderResourceSetDescriptor();
37
+
38
+ // per-dispatch, four bytes, read-only: immediate data rather than a uniform buffer holding one u32
39
+ resources.setImmediate("u_count", u32);
40
+
41
+ resources.createGroup()
42
+ .addStorageBuffer("commands", WebGPUArray.u32, false)
43
+ .addStorageBuffer("emitter_database", WebGPUArray.u32, true);
44
+
45
+ const body = CodeChunk.from(/* language=wgsl */ `
46
+ const COMMAND_WORDS : u32 = ${PARTICLE_SPAWN_COMMAND_WORDS}u;
47
+
48
+ @compute @workgroup_size(${PARTICLE_SPAWN_COMMAND_WORKGROUP_SIZE}, 1, 1)
49
+ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
50
+ let i = gid.x;
51
+ if (i >= u_count) { return; }
52
+
53
+ let row = commands[i * COMMAND_WORDS];
54
+ let count = commands[i * COMMAND_WORDS + 1u];
55
+
56
+ var state = ${STATE.marshalling_method_read_rw}(&emitter_database, row);
57
+ state.pending = state.pending + count;
58
+ ${STATE.marshalling_method_write}(&emitter_database, row, state);
59
+ }
60
+ `, [STATE.chunk_read_rw, STATE.chunk_write]);
61
+
62
+ export const shader_particle_spawn_commands = ComputeShader.from({
63
+ label: "Particle Spawn Commands",
64
+ resources,
65
+ body,
66
+ });
@@ -0,0 +1,51 @@
1
+ /**
2
+ * Frame-graph wiring for the RENDER order: the frame's alive list quantised by view depth and
3
+ * scattered back-to-front, into `gpu.sorted`, for a draw whose blending is order-dependent.
4
+ *
5
+ * reset -> histogram -> csdldf scan -> scatter. The two per-particle passes are indirect, sized by
6
+ * the same `sim_dispatch_args` the coherence reset wrote from the GPU's own alive count, so nothing
7
+ * here is sized by a host-side particle count.
8
+ *
9
+ * This is the ONLY producer of a depth ordering, and only {@link ParticleRenderMode.BILLBOARD} runs
10
+ * it. It must never be confused with the simulation order the coherence passes build (`coherence/`):
11
+ * that one groups by VM program so a wave runs one program, is camera-independent, and lives in a
12
+ * different buffer with a different counter slot. Depth-sorting it would destroy the coherence;
13
+ * running the padded coherence list through a blended draw would draw its sentinels.
14
+ *
15
+ * @param {object} params
16
+ * @param {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} params.graph
17
+ * @param {object} params.gpu the persistent buffers owned by {@link GPUParticleSystem}
18
+ * @param {GPUBuffer} params.gpu.sort_histogram `{count, elements}` bins for the CSDLDF scan
19
+ * @param {GPUBuffer} params.gpu.sort_cursor per-bin scatter cursor
20
+ * @param {GPUBuffer} params.gpu.sort_keys per-alive-entry depth bin
21
+ * @param {GPUBuffer} params.gpu.sorted the back-to-front slot list this produces
22
+ * @param {number} params.camera graph handle of the camera uniform buffer
23
+ * @param {number} params.emitter_database graph handle
24
+ * @param {number} params.pool graph handle of the particle pool
25
+ * @param {number} params.alive graph handle of this frame's compacted alive list
26
+ * @param {number} params.counters graph handle of the atomic counters
27
+ * @param {number} params.dispatch_args graph handle of one workgroup per live particle
28
+ * @param {number} params.bucket_count depth bins the sort quantises into
29
+ * @param {number} params.near view depth the first bin starts at
30
+ * @param {number} params.far view depth the last bin ends at
31
+ * @returns {number} graph handle of the sorted slot list
32
+ */
33
+ export function graph_particle_sort({ graph, gpu, camera, emitter_database, pool, alive, counters, dispatch_args, bucket_count, near, far, }: {
34
+ graph: import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
35
+ gpu: {
36
+ sort_histogram: GPUBuffer;
37
+ sort_cursor: GPUBuffer;
38
+ sort_keys: GPUBuffer;
39
+ sorted: GPUBuffer;
40
+ };
41
+ camera: number;
42
+ emitter_database: number;
43
+ pool: number;
44
+ alive: number;
45
+ counters: number;
46
+ dispatch_args: number;
47
+ bucket_count: number;
48
+ near: number;
49
+ far: number;
50
+ }): number;
51
+ //# sourceMappingURL=graph_particle_sort.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"graph_particle_sort.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/sort/graph_particle_sort.js"],"names":[],"mappings":"AAcA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH;IAjBqG,KAAK,EAA/F,OAAO,8DAA8D,EAAE,UAAU;IAClE,GAAG;QACI,cAAc;QACd,WAAW;QACX,SAAS;QACT,MAAM;;IACb,MAAM,EAArB,MAAM;IACS,gBAAgB,EAA/B,MAAM;IACS,IAAI,EAAnB,MAAM;IACS,KAAK,EAApB,MAAM;IACS,QAAQ,EAAvB,MAAM;IACS,aAAa,EAA5B,MAAM;IACS,YAAY,EAA3B,MAAM;IACS,IAAI,EAAnB,MAAM;IACS,GAAG,EAAlB,MAAM;IACJ,MAAM,CA2ElB"}
@@ -0,0 +1,120 @@
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { align_4 } from "../../../../core/binary/align_4.js";
3
+ import { graph_prefix_scan_csdldf } from "../../gpu_primitive/prefix_sum/v1/graph_prefix_scan_csdldf.js";
4
+ import { PREFIX_SCAN_CSDLDF_HEADER_WORDS } from "../../gpu_primitive/prefix_sum/v1/shader_prefix_scan_csdldf.js";
5
+ import { graph_compute_indirect_pass } from "../../shader/graph/compute/graph_compute_indirect_pass.js";
6
+ import { graph_compute_pass } from "../../shader/graph/compute/graph_compute_pass.js";
7
+ import { graph_import_buffer } from "../../shader/graph/graph_import_buffer.js";
8
+ import {
9
+ PARTICLE_SORT_WORKGROUP_SIZE,
10
+ shader_particle_sort_histogram,
11
+ shader_particle_sort_reset,
12
+ shader_particle_sort_scatter,
13
+ } from "./shader_particle_sort.js";
14
+
15
+ /**
16
+ * Frame-graph wiring for the RENDER order: the frame's alive list quantised by view depth and
17
+ * scattered back-to-front, into `gpu.sorted`, for a draw whose blending is order-dependent.
18
+ *
19
+ * reset -> histogram -> csdldf scan -> scatter. The two per-particle passes are indirect, sized by
20
+ * the same `sim_dispatch_args` the coherence reset wrote from the GPU's own alive count, so nothing
21
+ * here is sized by a host-side particle count.
22
+ *
23
+ * This is the ONLY producer of a depth ordering, and only {@link ParticleRenderMode.BILLBOARD} runs
24
+ * it. It must never be confused with the simulation order the coherence passes build (`coherence/`):
25
+ * that one groups by VM program so a wave runs one program, is camera-independent, and lives in a
26
+ * different buffer with a different counter slot. Depth-sorting it would destroy the coherence;
27
+ * running the padded coherence list through a blended draw would draw its sentinels.
28
+ *
29
+ * @param {object} params
30
+ * @param {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} params.graph
31
+ * @param {object} params.gpu the persistent buffers owned by {@link GPUParticleSystem}
32
+ * @param {GPUBuffer} params.gpu.sort_histogram `{count, elements}` bins for the CSDLDF scan
33
+ * @param {GPUBuffer} params.gpu.sort_cursor per-bin scatter cursor
34
+ * @param {GPUBuffer} params.gpu.sort_keys per-alive-entry depth bin
35
+ * @param {GPUBuffer} params.gpu.sorted the back-to-front slot list this produces
36
+ * @param {number} params.camera graph handle of the camera uniform buffer
37
+ * @param {number} params.emitter_database graph handle
38
+ * @param {number} params.pool graph handle of the particle pool
39
+ * @param {number} params.alive graph handle of this frame's compacted alive list
40
+ * @param {number} params.counters graph handle of the atomic counters
41
+ * @param {number} params.dispatch_args graph handle of one workgroup per live particle
42
+ * @param {number} params.bucket_count depth bins the sort quantises into
43
+ * @param {number} params.near view depth the first bin starts at
44
+ * @param {number} params.far view depth the last bin ends at
45
+ * @returns {number} graph handle of the sorted slot list
46
+ */
47
+ export function graph_particle_sort({
48
+ graph,
49
+ gpu,
50
+ camera,
51
+ emitter_database,
52
+ pool,
53
+ alive,
54
+ counters,
55
+ dispatch_args,
56
+ bucket_count,
57
+ near,
58
+ far,
59
+ }) {
60
+ // The four buffers below are made on the first frame that sorts, not with the rest of the pool,
61
+ // because a system drawn through AVBOIT never sorts. Naming the missing one is worth a line:
62
+ // `graph_import_buffer` of an undefined buffer fails a long way from the cause.
63
+ for (const name of ["sort_histogram", "sort_cursor", "sort_keys", "sorted"]) {
64
+ assert.defined(gpu[name], `gpu.${name} — the render-order scratch was not allocated before the sort`);
65
+ }
66
+
67
+ let histogram = graph_import_buffer(graph, gpu.sort_histogram, "particles/sort_histogram");
68
+ let cursor = graph_import_buffer(graph, gpu.sort_cursor, "particles/sort_cursor");
69
+ let keys = graph_import_buffer(graph, gpu.sort_keys, "particles/sort_keys");
70
+ let sorted = graph_import_buffer(graph, gpu.sorted, "particles/sorted");
71
+
72
+ // The reset's widest loop is the scan header plus the bins rounded up to a whole vec4.
73
+ const reset_words = PREFIX_SCAN_CSDLDF_HEADER_WORDS + align_4(bucket_count);
74
+
75
+ {
76
+ const out = graph_compute_pass({
77
+ graph,
78
+ shader: shader_particle_sort_reset,
79
+ bindings: { histogram, cursor, settings: { u_bucket_count: bucket_count } },
80
+ group_count: [Math.ceil(reset_words / PARTICLE_SORT_WORKGROUP_SIZE), 1, 1],
81
+ });
82
+ histogram = out.histogram;
83
+ cursor = out.cursor;
84
+ }
85
+
86
+ // The counters are only read here, but an atomic read needs a read_write binding, and the
87
+ // graph sees a write — so the handle is threaded through like any other.
88
+ {
89
+ const out = graph_compute_indirect_pass({
90
+ graph,
91
+ shader: shader_particle_sort_histogram,
92
+ bindings: {
93
+ camera, emitter_database, pool, alive, counters, keys, histogram,
94
+ settings: { u_near: near, u_far: far, u_bucket_count: bucket_count },
95
+ },
96
+ command: dispatch_args,
97
+ });
98
+ keys = out.keys;
99
+ histogram = out.histogram;
100
+ counters = out.counters;
101
+ }
102
+
103
+ const scanned = graph_prefix_scan_csdldf({
104
+ graph,
105
+ data: histogram,
106
+ element_max_count: bucket_count,
107
+ });
108
+
109
+ {
110
+ const out = graph_compute_indirect_pass({
111
+ graph,
112
+ shader: shader_particle_sort_scatter,
113
+ bindings: { keys, alive, scanned, counters, cursor, sorted },
114
+ command: dispatch_args,
115
+ });
116
+ sorted = out.sorted;
117
+ }
118
+
119
+ return sorted;
120
+ }
@@ -1,6 +1,6 @@
1
1
  export const PARTICLE_SORT_WORKGROUP_SIZE: 64;
2
2
  /**
3
- * Dispatch this over `PREFIX_SCAN_CSDLDF_HEADER_WORDS + round_up_4(bucket_count)` threads, not over
3
+ * Dispatch this over `PREFIX_SCAN_CSDLDF_HEADER_WORDS + align_4(bucket_count)` threads, not over
4
4
  * `bucket_count`: its widest loop is the scan header plus the bins rounded up to the whole vec4 the
5
5
  * last bin lands in. Under-dispatching leaves the tail of that vec4 holding last frame's counts,
6
6
  * and the scan adds them in.
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_sort.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/sort/shader_particle_sort.js"],"names":[],"mappings":"AAsDA,8CAA+C;AAgD/C;;;;;;;GAOG;AACH,yCAFU,aAAa,CAMpB;AA0EH,2DAIG;AAyCH,yDAIG;8BA1O2B,+BAA+B"}
1
+ {"version":3,"file":"shader_particle_sort.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/sort/shader_particle_sort.js"],"names":[],"mappings":"AAyDA,8CAA+C;AAgD/C;;;;;;;GAOG;AACH,yCAFU,aAAa,CAMpB;AAgEH,2DAIG;AAiCH,yDAIG;8BA3N2B,+BAA+B"}
@@ -5,9 +5,12 @@ import { ComputeShader } from "../../shader/ComputeShader.js";
5
5
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
6
6
  import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
7
  import { PREFIX_SCAN_CSDLDF_HEADER_WORDS } from "../../gpu_primitive/prefix_sum/v1/shader_prefix_scan_csdldf.js";
8
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
8
9
  import { PARTICLE_RECORD_HEADER_EMITTER, PARTICLE_RECORD_WORD_COUNT } from "../ParticleConstants.js";
9
- import { EMITTER_ATTRIBUTE_ABSENT } from "../data/PARTICLE_EMITTER_LAYOUT.js";
10
+ import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
11
+ import { EMITTER_ATTRIBUTE_ABSENT } from "../data/PARTICLE_EMITTER_STRUCT.js";
10
12
  import { chunk_particle_emitter } from "../data/chunk_particle_emitter.js";
13
+ import { chunk_particle_header } from "../data/particle_header.js";
11
14
 
12
15
  /**
13
16
  * Depth-sort shaders. Three passes bracket a `csdldf` prefix scan:
@@ -101,7 +104,7 @@ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
101
104
  `);
102
105
 
103
106
  /**
104
- * Dispatch this over `PREFIX_SCAN_CSDLDF_HEADER_WORDS + round_up_4(bucket_count)` threads, not over
107
+ * Dispatch this over `PREFIX_SCAN_CSDLDF_HEADER_WORDS + align_4(bucket_count)` threads, not over
105
108
  * `bucket_count`: its widest loop is the scan header plus the bins rounded up to the whole vec4 the
106
109
  * last bin lands in. Under-dispatching leaves the tail of that vec4 holding last frame's counts,
107
110
  * and the scan adds them in.
@@ -114,40 +117,32 @@ export const shader_particle_sort_reset = ComputeShader.from({
114
117
  body: reset_body,
115
118
  });
116
119
 
117
- const READ_MAT4 = /* wgsl */ `
118
- fn particle_read_mat4(m : ptr<storage, array<u32>, read>, o : u32) -> mat4x4<f32> {
119
- return mat4x4<f32>(
120
- vec4<f32>(bitcast<f32>((*m)[o + 0u]), bitcast<f32>((*m)[o + 1u]), bitcast<f32>((*m)[o + 2u]), bitcast<f32>((*m)[o + 3u])),
121
- vec4<f32>(bitcast<f32>((*m)[o + 4u]), bitcast<f32>((*m)[o + 5u]), bitcast<f32>((*m)[o + 6u]), bitcast<f32>((*m)[o + 7u])),
122
- vec4<f32>(bitcast<f32>((*m)[o + 8u]), bitcast<f32>((*m)[o + 9u]), bitcast<f32>((*m)[o + 10u]), bitcast<f32>((*m)[o + 11u])),
123
- vec4<f32>(bitcast<f32>((*m)[o + 12u]), bitcast<f32>((*m)[o + 13u]), bitcast<f32>((*m)[o + 14u]), bitcast<f32>((*m)[o + 15u])),
124
- );
125
- }
126
- `;
127
-
128
120
  // --- histogram pass ---
129
121
 
130
122
  /**
131
- * Per-dispatch, 16 bytes, read-only. Four uniforms meant four transient buffers per sort;
123
+ * Per-dispatch, 12 bytes, read-only. Separate uniforms meant a transient buffer each per sort;
132
124
  * WGSL allows one immediate per entry point, so they travel together.
133
125
  *
126
+ * The particle count is NOT here: it is the alive counter the simulate pass finished writing on
127
+ * the GPU, read from the counters buffer. A host-supplied count would be last frame's.
128
+ *
134
129
  * @type {WebGPUStruct}
135
130
  */
136
131
  const SORT_HISTOGRAM_SETTINGS = WebGPUStruct.from({
137
132
  u_near: f32,
138
133
  u_far: f32,
139
134
  u_bucket_count: u32,
140
- u_count: u32,
141
135
  }, 'ParticleSortHistogramSettings');
142
136
 
143
137
  const histogram_resources = new ShaderResourceSetDescriptor();
144
138
 
145
139
  histogram_resources.setImmediate('settings', SORT_HISTOGRAM_SETTINGS);
146
140
  histogram_resources.createGroup()
147
- .addStorageBuffer("emitters", WebGPUArray.u32, false)
141
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
142
+ .addStorageBuffer("emitter_database", WebGPUArray.u32, false)
148
143
  .addStorageBuffer("pool", WebGPUArray.u32, false)
149
144
  .addStorageBuffer("alive", WebGPUArray.u32, false)
150
- .addStorageBuffer("view_matrix", WebGPUArray.u32, false)
145
+ .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true) // atomics require a read_write binding even for atomicLoad
151
146
  .addStorageBuffer("keys", WebGPUArray.u32, true)
152
147
  .addStorageBuffer("histogram", WebGPUArray.from(atomic_u32), true);
153
148
  const histogram_body = CodeChunk.from(/* wgsl */ `
@@ -155,18 +150,17 @@ ${COMMON}
155
150
  const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
156
151
  const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
157
152
  const PARTICLE_ATTRIBUTE_ABSENT : u32 = ${EMITTER_ATTRIBUTE_ABSENT}u;
158
-
159
- ${READ_MAT4}
153
+ const COUNTER_ALIVE : u32 = ${PARTICLE_COUNTER.ALIVE}u;
160
154
 
161
155
  @compute @workgroup_size(${PARTICLE_SORT_WORKGROUP_SIZE}, 1, 1)
162
156
  fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
163
157
  let i = gid.x;
164
- if (i >= settings.u_count) { return; }
158
+ if (i >= atomicLoad(&counters[COUNTER_ALIVE])) { return; }
165
159
 
166
160
  let slot = alive[i];
167
161
  let base = slot * PARTICLE_RECORD_WORDS;
168
- let emitter_index = pool[base + PARTICLE_HEADER_EMITTER];
169
- let em = particle_emitter_read(&emitters, emitter_index);
162
+ let emitter_index = particle_header_emitter(pool[base + PARTICLE_HEADER_EMITTER]);
163
+ let em = particle_emitter_read(&emitter_database, emitter_index);
170
164
 
171
165
  var world_pos = vec3<f32>(0.0);
172
166
  if (em.render_position != PARTICLE_ATTRIBUTE_ABSENT) {
@@ -174,8 +168,7 @@ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
174
168
  world_pos = vec3<f32>(bitcast<f32>(pool[o]), bitcast<f32>(pool[o + 1u]), bitcast<f32>(pool[o + 2u]));
175
169
  }
176
170
 
177
- let view = particle_read_mat4(&view_matrix, 0u);
178
- let view_depth = -(view * vec4<f32>(world_pos, 1.0)).z;
171
+ let view_depth = -(camera.view_matrix * vec4<f32>(world_pos, 1.0)).z;
179
172
 
180
173
  let t = (view_depth - settings.u_near) / max(settings.u_far - settings.u_near, 1e-6);
181
174
  let clamped = clamp(1.0 - t, 0.0, 1.0);
@@ -184,7 +177,7 @@ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
184
177
  keys[i] = bucket;
185
178
  atomicAdd(&histogram[SORT_HEADER_WORDS + bucket], 1u);
186
179
  }
187
- `, [chunk_particle_emitter]);
180
+ `, [chunk_particle_emitter, chunk_particle_header]);
188
181
 
189
182
  export const shader_particle_sort_histogram = ComputeShader.from({
190
183
  label: "Particle Sort Histogram",
@@ -194,31 +187,23 @@ export const shader_particle_sort_histogram = ComputeShader.from({
194
187
 
195
188
  // --- scatter pass ---
196
189
 
197
- /**
198
- * Per-dispatch, four bytes, read-only: immediate data rather than a uniform buffer.
199
- *
200
- * @type {WebGPUStruct}
201
- */
202
- const SORT_SCATTER_SETTINGS = WebGPUStruct.from({
203
- u_count: u32,
204
- }, 'ParticleSortScatterSettings');
205
-
206
190
  const scatter_resources = new ShaderResourceSetDescriptor();
207
191
 
208
- scatter_resources.setImmediate('settings', SORT_SCATTER_SETTINGS);
209
192
  scatter_resources.createGroup()
210
193
  .addStorageBuffer("keys", WebGPUArray.u32, false)
211
194
  .addStorageBuffer("alive", WebGPUArray.u32, false)
212
195
  .addStorageBuffer("scanned", WebGPUArray.u32, false)
196
+ .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true) // atomics require a read_write binding even for atomicLoad
213
197
  .addStorageBuffer("cursor", WebGPUArray.from(atomic_u32), true)
214
198
  .addStorageBuffer("sorted", WebGPUArray.u32, true);
215
199
  const scatter_body = CodeChunk.from(/* wgsl */ `
216
200
  ${COMMON}
201
+ const COUNTER_ALIVE : u32 = ${PARTICLE_COUNTER.ALIVE}u;
217
202
 
218
203
  @compute @workgroup_size(${PARTICLE_SORT_WORKGROUP_SIZE}, 1, 1)
219
204
  fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
220
205
  let i = gid.x;
221
- if (i >= settings.u_count) { return; }
206
+ if (i >= atomicLoad(&counters[COUNTER_ALIVE])) { return; }
222
207
 
223
208
  let bucket = keys[i];
224
209
 
@@ -0,0 +1,6 @@
1
+ /**
2
+ * Per-invocation builtin inputs the host assembles before running a program.
3
+ */
4
+ export const PARTICLE_VM_CONTEXT_STRUCT: WebGPUStruct;
5
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
6
+ //# sourceMappingURL=PARTICLE_VM_CONTEXT_STRUCT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"PARTICLE_VM_CONTEXT_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/vm/PARTICLE_VM_CONTEXT_STRUCT.js"],"names":[],"mappings":"AAGA;;GAEG;AACH,sDASU;6BAdmB,mCAAmC"}
@@ -0,0 +1,16 @@
1
+ import { f32, vec3f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
3
+
4
+ /**
5
+ * Per-invocation builtin inputs the host assembles before running a program.
6
+ */
7
+ export const PARTICLE_VM_CONTEXT_STRUCT = WebGPUStruct.from({
8
+ delta_time: f32,
9
+ emitter_age: f32,
10
+ time: f32,
11
+ spawn_fraction: f32,
12
+ particle_index: f32,
13
+ emitter_position: vec3f,
14
+ emitter_direction: vec3f,
15
+ emitter_up: vec3f,
16
+ }).pack();
@@ -24,12 +24,15 @@ export function u32_to_unit_f32(u: number): number;
24
24
  * particle asked to be destroyed and the advanced RNG state so the caller can persist it.
25
25
  *
26
26
  * This is the CPU reference semantics — the WGSL interpreter is written to match it exactly, and the
27
- * parity spec cross-checks them.
27
+ * parity spec cross-checks them. The shape is the interpreter's: every source is resolved, lane by
28
+ * lane as far as the opcode reads it, before the opcode runs, and the destination is written after,
29
+ * so a source may overlap the destination in any way and still mean what it held before the
30
+ * instruction.
28
31
  *
29
32
  * @param {object} params
30
33
  * @param {Uint32Array} params.words instruction words for the section (SPAWN or UPDATE)
31
- * @param {Float32Array} params.constants constant pool (4 floats per entry)
32
- * @param {number} params.register_count
34
+ * @param {Float32Array} params.constants constant pool, one float per word
35
+ * @param {number} params.register_count size of the register file in `f32` slots
33
36
  * @param {Uint32Array} params.record particle record words (mutated in place); attributes are f32 bits
34
37
  * @param {number[][]} [params.builtins] builtin values indexed by {@link VM_BUILTIN} id, each a 4-array
35
38
  * @param {number} [params.rng_state] initial RNG state (u32)
@@ -1 +1 @@
1
- {"version":3,"file":"ParticleVMReference.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/vm/ParticleVMReference.js"],"names":[],"mappings":"AAQA;;;;;;;GAOG;AACH,gCAHW,MAAM;WACK,MAAM;WAAS,MAAM;EAW1C;AAED;;;;;GAKG;AACH,mCAHW,MAAM,GACJ,MAAM,CAIlB;AAED;;;;;;;;;;;;;;;;;;GAkBG;AACH;WATW,WAAW;eACX,YAAY;oBACZ,MAAM;YACN,WAAW;eACX,MAAM,EAAE,EAAE;gBACV,MAAM;2BACG,MAAM,KAAK,MAAM,KAAK,MAAM;;YACzB,OAAO;eAAa,MAAM;EAoPhD"}
1
+ {"version":3,"file":"ParticleVMReference.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/vm/ParticleVMReference.js"],"names":[],"mappings":"AA0BA;;;;;;;GAOG;AACH,gCAHW,MAAM;WACK,MAAM;WAAS,MAAM;EAW1C;AAED;;;;;GAKG;AACH,mCAHW,MAAM,GACJ,MAAM,CAIlB;AAqED;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH;WATW,WAAW;eACX,YAAY;oBACZ,MAAM;YACN,WAAW;eACX,MAAM,EAAE,EAAE;gBACV,MAAM;2BACG,MAAM,KAAK,MAAM,KAAK,MAAM;;YACzB,OAAO;eAAa,MAAM;EA+RhD"}